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Uncracked Monday: how to become part of the Intellectual Elite of rpgnet in one easy step

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Today, if you've ever looked over at the self-absorbed self-styled (pseudo-)intellectual elite fashionistas of rpgnet and asked yourself how they managed to write such endless streams of meaningless drivel they can feel so smug about, we may now have found out the secret.

I give you the rpg.net jargon generator!

With the simple push of a button you can write such profound examinations of meaningful rpg subject matter like:

"The popularity of DitV: a symptom of any of this? Somebody? Somebody? Maybe I ought to take this elsewhere. I mean, we're talking about improving on perfection!"

or

"Well, a point of your choosing if anyone can answer one simple question. Is social contract underappreciated around here? Why hasn't anyone noticed this before?"

or

"I'm all for negotiation mechanics, why aren't the makers of Polaris? The answer is no. The prevalent use of pawn stance in Mage leads to chronic prole behaviour which is flawed. Or so you'd think. Don't tell me I'm the only one who's even HEARD of abused player syndrome? I know what I'm talking about here."

I think it might be a little too good.  Someone could use this to become an instant star. The only thing missing (and I suspect this generator is a bit old on account of this notable absence) is all the "Pseudo-activism". If the generator incorporated stuff about Privilege and how things are Problematic ("Problematic": a term for something a smug asshole feels should be condemned as a problem on principle, whether or not it actually is in reality. Used exclusively in reference to things people said asshole already didn't like have done or said, and should be forced to change or stop doing, as it is a given that said asshole and people said asshole likes are naturally inoculated against being problematic by their 'awareness'), it would be absolutely perfect.

RPGPundit

Currently Smoking: Mastro de Paja Bent Apple + Peterson's Old Dublin

“Real Magick” In RPGs, part 666

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So, I know that I said when I started this series that it was NOT going to be an instructional series on western Magick; but rather an attempt to help GMs to “fake it” credibly, to be able to imitate the “setting details” of what a modern occult campaign would like in the “real world”.

But I’ve had a few people asking me to please give them some kind of info on where they should start if they wanted to actually get into magick.   Which is weird, since you’d think that mainly what I’ve written thus far would discourage people from getting into it; but I guess there are a few who might read all this and say, “shit, its worth it”.  And in a way I have to feel that’s awesome, since you’d really have to grok it, to get the point, after the completely stark completely honest fairly brutal assessment of all the downside of western occultism I’ve been doing on here.

So this entry is to give suggestions for those who are looking to investigate some magick for themselves; mainly in the question of who would I recommend for reading.



I guess the first thing I’d recommend, above all else, would have to be the writings and magical system of Aleister Crowley.  Now, the thing is that Crowley can sometimes feel a bit intimidating to the casual reader.  So if you have no balls, you might want to start with something a bit more approachable, namely, Lon Milo Duquette.

Duquette is easily the most brilliant writer on the occult since Crowley.  His books are incredible, though he rarely treads any new ground; what he’s really good at is translating Crowley’s work into a slightly folksy, straightforward style of modern American writing that absolutely anyone could understand.  Duquette’s “The Magick of Thelema”, is probably the best introductory book to the magical system designed by Crowley.  Any of Duquette’s other books are great too, particularly his “Chicken Qabalah” (written under the pseudonym of “Rabbi Lamed Ben Clifford”).

So start with those.  Then read Magick in Theory and Practice, by Crowley.  Then Magick Without Tears, also by Crowley.  Then buy a Thoth Deck, and read The Book of Thoth, by Crowley, and after that read Understanding Aleister Crowley’s Thoth Tarot, by Duquette.

At this point you should already be familiar with all of the basics of magick, and you should have by now decided if you think its “for you” or not; you should also have probably decided by now if you plan to be one of the 90% who read a lot of Crowley and Do No Magick, or the 10% who actually get off their asses and do magick.  If the latter, by this point you should certainly already be writing in a magical diary, performing solar adorations, meditating daily, doing the banishing ritual of the pentagram, working with the Tarot and/or the I Ching (for the latter, I recommend John Blofeld’s translation) experimenting in astral travel, learning all the magical signs and god-forms, “Saying will” before eating, and giving sex magick some serious consideration.

In other words, you’ll be well on your way to being batshit obsessed; and if you do the above you’ll also very quickly be having some initial experiences that will confirm to you why this shit is worth becoming batshit obsessed about.  Your ego will start getting little cracks, and you’ll start getting little glimpses beyond the veil that surrounds the tiny little tower you constructed for yourself that you called “reality”, into something way beyond what you could have conceived of.

So yeah, there are a few other writers I could recommend (and after getting a good solid grounding in actual magick, you might want to look at some of these crazy chaos magick types like Peter Carroll, or Dave Lee); but I don’t see the point; the above will be more than enough to get anyone who actually wants to do something to get started.

RPGPundit

Currently Smoking: Masonic Meerschaum + Image Perique

(originally reposted June 26, 2013, on the old blog)

RPGPundit Reviews: Whisper & Venom Compendium

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This is a review of the campaign setting/adventure collection called "Whisper and Venom", published by Lesser Gnome games, written by Zach Glazar and John Hammerle. It is a hardcover book, with a 106 page count, and is intended (according to the cover blurb) as a "fantasy role playing adventure and regional setting for use with any classic fantasy roleplaying game; designed for 3 or more players ages 14 and up, character levels 3-5".  The cover is full colour in a somewhat old-school art style depicting what looks like a warrior and magic user fighting  a kind of lizard creature.



Interior artwork is a mix of color and black & white pieces, all of a uniform style and high quality.

I should mention, first of all, that while I will be focusing my review on the book itself, the publisher insisted on sending me a "complete package", which included (in addition to the book):
-a "Companion map booklet" that has a collection of the area map and the floorplans of adventure locales
-a full-colour map of fairly large size, which is quite beautiful although the region itself is relatively sparse in terms of cartographical features.  The map is of the campaign region, which features some mountains and badlands, a river with a tributary, and a couple of settlements, and that's it. Its very pretty, but I don't know if it merited that kind of level of attention.
-a package containing some "lesser gnome" logo temporary tattoos (yeah, seriously); and, much more impressively, a set of very nice cards featuring full-color images of the various monsters detailed in the book, and their statblocks on the back.
-finally, a single miniature of the "lesser gnome" character (a gnomish wizard with a particularly silly mustache)

So all these additions are neat, I suspect they have to do with the kickstarter project for funding the book.  But none of them are in any way essential to the product itself.

So what is "Whisper and Venom" all about?  In the first place, it's a campaign setting, covering a relatively small region (well, from my own perspective, but I tend to like large sprawling campaign areas). Even so, the material is enough that you can have quite a bit of adventuring in the "Whisper Vale", certainly enough to get you from level 3-5, as the book implies. And quite possibly beyond, with a bit of GM creativity in building on what the book already provides.

So what do you get in the book?  First, a small but fairly detailed setting.  The chief locale and home base for a PC party is the tiny town of Whisper, a bucolic kind of place in the forgotten corners of a fallen or decadent empire, mostly known for its quality ales. Nearby is also the town of Cleft, a dwarven town of craftsmen who have a sterling reputation for work, but in reality have fallen into laziness. There's also Swindle, described in the game as a "smutty hamlet" of goblins, who produce 'rotgut' liquor that has assured their long term prosperity. Their rotgut is of a particular quality because they use indentured servitude of a tribe of pixies.


Of course, this being a good D&D setting, not all is well. There's another tribe of more aggressive goblins, who've taken over the ruins of an old monastery.  They found something, something strange in those ruins, which has mutated them and made them larger and tougher than normal. There's also an evil, "black-hearted" gnome wizard around (in fact, the iconic one that is the company's logo).  Naturally, I feel a certain kinship with any product that presents gnomes as black-hearted.

In addition to descriptions of the various locations I've already mentioned, the book provides about ten pages worth of information on the kinds of characters you can find in Whisper; these are provided with descriptions on the NPCs' backgrounds and personalities, and not as statblocks.  Not all of the characters mentioned have direct adventure hooks or anything of the sort; you get stuff like the local seamstress (who we're told "takes pride in being the best dressed woman and the mistress of the most finely decorated home in the Vale") or the local blacksmith (who can repair shields and armor; and can't ascertain the exact properties of enchanted items but "knows good craftsmanship when he sees it").  There are some slightly less mundane characters too, like the strong willed local druid, a seductive nymph, a goblin exile from Swindle; and a full two pages on Thopas, the aforementioned black-hearted gnome sorcerer.

This son of a bitch here:






In a somewhat odd (but comprehensible) choice, the actual introduction to the book only shows up around p.25; as everything that comes before that (all the aforementioned stuff) is, I suppose, meant to be readable by players.  From p.25 onward, you get the stuff that players theoretically should not read (as it has the adventure material).  Whisper and Venom, being an OSR product, is meant to be played as a sandbox setting.  There are a series of fully-fleshed out adventure locales, but also the potential to have adventures (that would need to be further developed by the GM) anywhere else in the setting, and there's no specific order absolutely required to be followed in the adventures (though there is a kind of natural progression).

The GM section notes some suggestions for how to introduce the players to the setting, with some small adventure seeds, and an old-school style Rumor Table (complete with notes as to whether the rumors are true, partly true, or false).  There's information on wandering monsters (and in the back of the book, you get full wandering monster encounter tables for all the important regions of the setting area).  There's also an explanation of the two major new hostile monsters of the setting: the mutated "L'uort Goblins", and the also-mutated giant lizards known as Attorals.  All these mutations are being caused by the corrupting energies of a planar gate located in an underground area of the setting, which is causing a lot of trouble and is the theme of one of the fleshed-out adventure locales.  The Attoral lizards have a poisoned spit attack that, because of mutation, now doesn't actually poison as such but rather creates mutation effects; there's a table for these effects, and some of them are a bit 'metagamey' (for example, you might have an effect of "next attack roll treated as a natural 20" or "next hit against player rolls again", or "next saving throw fails, regardless of roll").  I suppose this is forgivable only because the mutation is caused by a weird interplanar magic.

In terms of the detailed scenarios, you get a ruined monastery, occupied by the L'uort goblins as well as an infestation of giant bees; the monastery catacombs with the predictable undead; then the main base of the L'uort goblins, the deep subterranean area where the Attoral lizards came from; and finally the underground area of the aforementioned extraplanar gate.  All of these sections are, I would say, a very good mix between traditional old-school dungeoneering with unusual features; they don't fall into nostalgic orthodoxy or total predictability, but instead have a feel to me reminiscent of some of the medium-weird AD&D1e adventures. Not totally out there, but not just killing giant rats and orcs.  In fact, even the bad goblins of the setting have managed to be done in a way that's fairly interesting, so that's quite a good thing.

The next 30 pages or so of the book are the appendices.  Here we get a full statblock and description of all the monsters described in the setting, many of which are new and quite interesting.  As well as the Attorals and goblins aforementioned, you have stuff like Monster Beetles, a giant crab, a murkbeast (described as a cross between a giant leech and a huge crustacean), the demons from the planar gate, and others (including a couple of new undead).  Statblocks are what you could call OSR-standard, AC is listed in descending format.  You also get the encounter tables for every area of the region, and some new magic items found in the dungeon areas.

Finally, there's some notes on specific encounter areas, how to handle particular encounters or how they were handled in the playtest. The back end of the book also has a repetition of all the encounter and regional maps (I guess in case you lose the booklet).

So what can we conclude about Whisper and Venom?  I don't think its total perfection, but it is a very solid and creative sandbox OSR setting. It can probably be ported into some remote corner of most typical settings. So all in all, it accomplishes what it set out to do.

RPGPundit

Currently Smoking: Winslow Crown + C&D's Crowley's Best

A Working Definition of the OSR

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Because others have asked, and I've already expressed this idea before.   If you want a positive definition of the OSR, and what it's all about, here it is:

I would classify the OSR as a design philosophy of creating systems, settings and adventures that fit within the boundaries of old-school mechanics and concepts; that is, either directly utilizing features that were in existence in the period before the advent of 2nd edition AD&D; or features that, in spite of not having historically existed at that time, could have existed in that period without the addition of material or design concepts that are clearly the product of subsequent ideas or later theories.


That's it.  That's what OSR design is.

RPGPundit

Currently Smoking: Stanwell Deluxe + Image latakia

Yes, Please Refuse to Define the OSR!

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So back when I posted "If We Don't Define the OSR, Ron Edwards Will", I had a string of people, mostly hostile ultra-orthodox OSR types either distrusting my motives (seriously? when the alternative is Ron Fucking Edwards?!) or just having a level of grandpa-simpson-like refusal to want to have to accept any sort of threatening new idea, who said "oh yeah, well then what do you define it as, smartass?"

So yesterday I went ahead and defined it.

This was followed by a string of people (interestingly, many of which were the very SAME people who just two days back were defying and challenging me to give my definition "if I'm so smart", etc.) on blog entries and on G+ uttering denunciations of HOW DARE I try to define the undefinable OSR?! The OSR, they now suddenly insist, is "undefinable", it is like the Matrix (I shit you not, one fucking idiot made a 'meme' with Morpheus in it, and actually LITERALLY said "no one can be told what the OSR is..."), or Love, or Your First Orgasm, or eating croissants under the Eiffel Tower at sunrise in Paris, it is this thing that can never be truly, correctly or accurately defined and must only be experienced!

I was accused of trying to "glorify" myself by daring to offer up a definition, as though I was daring to see the face of Gygax Almighty himself. And of course some of the more well-known blogging literati of the OSR made their snide reeking-of-superiorityfake-frustration posts about how they're "Above it all" and certainly can't be bothered to define the OSR nor should they be expected to, nor can anyone do so.

Now, I'm going to ignore the fact that most of the people already HAVE been defining the OSR.  They've done it in all their various posts over the years. They do it any time they talk about the OSR; they just aren't EXPLICITLY defining it.  They're not saying "The OSR is x", but whenever they bring up the OSR they are in some way or another engaging in unspoken definitions of it.  So what they want is to get to have their cake and eat it to.  Refuse the define the OSR, and you're left in a situation where its the mob of whoever can rouse the troops that gets to decide if something is or isn't OSR, and they can change those definitions to their liking.  They can conveniently use one "unwritten definition" of OSR at one moment, and then if someone calls them out on something, deny that this was ever the definition at all.  They can say "Game X is not OSR", but never have to justify why, and turn around and ignore the unspoken reasons later on if it suits them.

When some of the people above have said things like:

"(the OSR is) anchored on classic DnD and on an interest in similar old school games"

or

"(the OSR) is grounded in classic D&D"

or

"(Torchbearer and Dungeon World) are not classic D&D (and thus outside the OSR)"


They are defining the OSR in all but name!  And the very fact that we can look at games like Torchbearer or Dungeon World and say "yeah, those are NOT OSR", means that not only is there such a thing as a definition, but anyone who isn't willing to just say "ANY game at all can be OSR" is making use of a definition!

So while acting above it all, these OSR-literati are making attempts at "defining" OSR just as much as I am, only refusing to be open about it.
The only thing that does in an immediate sense is immunize them from having their definitions questioned, because if you don't stand up to make a definition openly, you can always later disclaim specific parts of what you've been inherently working with as a definition.

In a long-term sense, though? It means that the absence of a hard and fast definition means that someone else can step in and insist that THEY have the true definition, and then use that to make sure it's what they want it to be. That's what Ron Edwards was trying to do, and making up a definition that would allow Storygames to call themselves OSR and that would give all the credit for anything good about the OSR to go to the Forge.

But it's now what I've done instead, creating a much more sane definition to oppose his:

OSR: a design philosophy of creating systems, settings and adventures that fit within the boundaries of old-school mechanics and concepts; that is, either directly utilizing features that were in existence in the period before the advent of 2nd edition AD&D; or features that, in spite of not having historically existed at that time, could have existed in that period without the addition of material or design concepts that are clearly the product of subsequent ideas or later theories.

There. Defined. And by having had the balls to actually define it, unless someone else dares to come along and define a better version, it will end up being, in the long-term, what people accept as the standard. 


You want to keep pretending you're aloof from such concerns and not contribute your own competing definition? That's fine by me; it just means that by refusing to codify what you think the definition ought to be, you end up surrendering the definition to be what I have openly and explicitly defined it as.

RPGPundit

Currently Smoking: Ben Wade Canadian + Image Latakia



RPGPundit Interviews: Joseph Bloch

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Q: Who the fuck are you?? And what have you done?!

A: My name is Joseph Bloch, aka the Greyhawk Grognard. I've maintained the Greyhawk Grognard blog for longer than 4th Edition was around, commenting on various games, with a focus on the World of Greyhawk, but occasional forays into wargames, miniatures, and other RPGs. I had an article about the World of Greyhawk published in Dragon magazine back in the day, "See the Pomarj - And Die!"

I'm the president of BRW Games and author of Adventures Dark and Deep, a game that takes the AD&D 1st edition rules and applies the various changes and additions that Gary Gygax had planned to introduce before his ouster from TSR in 1985. I'm also the author of several supplements for the game.

I'm also the author of Castle of the Mad Archmage, which is a 13 level megadungeon homage to the original Castle Greyhawk. It was originally released as a series of free pdfs, but is now available for sale as a three book set.

I'm an atheist, Transhumanist, Libertarian, father, and husband.





Q: I like your dig at 4e.  What do you feel about 5e, though?


A: I am on the 5th Edition bandwagon. I was very impressed with the first open playtest package, and the final product has lived up to my expectations. I'm especially fond of the advantage mechanic, which enormously simplifies all of the stacking pluses and minuses of earlier editions, and the options for customization such as backgrounds and martial archetypes. Is it perfect? No, no game is, even the version I grew up with, 1st Edition. But it's a hell of a lot of fun to play, and it's easy to play, which is another plus. I find as I grow older I have less patience for learning huge complex games. This hits my sweet spot perfectly.

I'm also planning on publishing material for 5th edition, assuming the licensing terms that they've hinted are coming make it practical and/or possible.
 
 
 
Q: Were you on the 5e bandwagon before it came out? Or if I were to research your statements prior the D&D-basic release, would I end up finding that, like a significant chunk of the OSR, you were highly skeptical and maybe suggesting I was a sell-out for trying to work with WoTC and telling people how awesome the game was going to be from an old-school perspective?

A: Well, I've been covering the news of 5th Edition on my blog since there was news to cover, so at they very least you'd find that I was supportive in the sense of getting the word out. But I'll let my own words speak for themselves:

"On the whole, I'm not disappointed. It's certainly not the train-wreck that 4E was, from my point of view. I'll look forward to actually taking it for a spin at the table to get a better feel for the thing." (May 24, 2012) - http://greyhawkgrognard.blogspot.com/2012/05/executive-summary-top-level-first.html

"But what I liked most of all was the feel of the game. Perhaps it was the scenario, which was a conversion of one of the recognized classics of the early 1980's, written by Gygax himself. Perhaps it was the group, which was used to old school gaming, coming out of Adventures Dark and Deep, Labyrinth Lord, etc. But my impression of the rules was that they actively contributed to that feel, and I am very much looking forward to another playtest, and seeing the next iteration of the DnD Next rules." (June 9, 2012) - http://greyhawkgrognard.blogspot.com/2012/06/i-play-dnd-next.html

Naturally, there are always going to be a few things that anyone doesn't like about a game, and there were some things I didn't cotton to (like the concept of XP budgets), but I would describe my reaction as enthusiastic, initially "cautiously optimistic," and steadily becoming less cautious and more optimistic as the playtest continued. And now that the books have finally landed, that cautious optimism has shown itself to have been warranted.
 
 
 

Q: Tell me about these plans for 5e publishing! How far along are you at actually being able to get it to happen? What exactly does 'hinting' mean? I assume nothing is signed, so are you in serious negotiations or is it just something someone said in a random email to you?   If you get a license just what would you publish? Greyhawk?

A: Well, Wizards themselves have announced that *some* sort of license is on the horizon (http://dnd.wizards.com/articles/features/gazing-crystal-ball), to be announced this Fall. So just based on that, I think a 5th Edition version of Castle of the Mad Archmage is a given, assuming the license that they eventually announce allows for it. I've got some other, more conventional, adventures in the planning stages as well, contingent on the final form of that license. As for anything else, we'll all have to wait and see what other goodies Wizards' includes in the license. Greyhawk? It would be a dream come true. But Mike Mearls did say "...we want to empower D&D fans to create their own material and make their mark on the many, exciting worlds of D&D..." So I remain "cautiously optimistic," to coin a phrase.
 


Q: so you haven't actually spoken to anyone at Wizards about it?

A: I am under an NDA, and unfortunately cannot comment further on the subject.
 
 
 

Q: As a Greyhawk guy, how well do you think 5e matches up with Greyhawk?

I think one of the brilliant things about the Greyhawk setting is that it matches up so well, not with so many different RPG rules, but with so many different forms of gaming.

A game like Chivalry and Sorcery, which emphasizes the mechanics of a Medieval society, would work wonderfully with Greyhawk, which is similarly based. I've seen people running Runequest in Greyhawk, and Tunnels & Trolls, Savage Worlds, and others. It works with 5E because it works with almost anything, which I think is one of the great aspects of the setting. Some settings, like Dark Sun or Dragonlance, I think would be harder to work into another RPG system, because they were specifically created as D&D campaign worlds. Greyhawk really predates D&D, and that gives it a plasticity that other settings lack. I would point out that the Forgotten Realms also predates D&D, and similarly I think could support a bunch of different RPG systems very easily.

But in Greyhawk's case I think the matching up goes further. Way back when, it had its roots in a miniatures wargame campaign. We see some of the earliest echoes of the C&CS map in Greyhawk, and I think that informed Gygax's creation. In those early Dragon magazine articles, when he would describe some of the prominent PCs, he didn't give stats of the characters - he listed how many troops of each type those PCs had in their service. That's a mindset that still carries through today, and I think Greyhawk would do wonderfully as a platform for miniatures wargames (maybe using the new/revived Battlesystem rules that Wizards' have told us are coming), as well as more conventional board games or even hex-and-counter wargames. 

TSR tried that with the Dragonlance module DL11 "Dragons of Glory", but it flopped because it was really aimed at the wrong audience. The Dragonlance people were interested in the story of the characters in the novels; the march of armies was just something happening in the background. The boxed set "Greyhawk Wars" suffered from a completely different problem. It was just a bad game, and not much fun to play, and the components were way behind the state of board game technology even for 1991. 

I think there's a lot of untapped potential for board games, miniatures, and even wargames set in Greyhawk. Just look at the success of games like "Lords of Waterdeep". It's actually a good, fun game to play, and has solid components. Why isn't there a "Lords of Greyhawk"?


Q: It has been my experience, however, that certain D&D settings (or settings in general) seem to run better with a particular system. Usually, it's the system that they were created under, but not always.  For example, I'm probably close to as fanatical about Mystara as you are about Greyhawk, and to me, while you could run Mystara with just about any D&D-set, the BECMI/RC D&D rules seem to just be perfect for it, because the setting itself seems to take some of the quirks of that particular rule-set as a given in the world (as part of the "physics", or "history", etc. of the world). Do you think, then, that there's a specific edition of D&D (or OSR-ruleset) that is just as ideal for Greyhawk?

A: Well, there are three well-defined time periods in Greyhawk, each of which has a very distinctive "feel." Not coincidentally, I think that each is better suited to a different version of the D&D rules. The Gold Box era (CY 579) I identify with 1st Edition, as I think it's more "exploration-friendly" and the rules emphasize traditional adventuring. The From the Ashes era (CY 585) I identify with 2nd Edition, with lots of intrigue, a darker feel, and opportunities for some of those more RP-heavy kits to shine. And the The Adventure Begins/Living Greyhawk era (CY 591) I identify with 3rd Edition, which brings it back to more of a balance, with a sort of "rebuilding after a bad time" feel.
 
 
 
 

Q: Still on the subject of Greyhawk, what is your opinion of the From the Ashes box set?  I had owned both box sets (the original one and From The Ashes), and I have to admit that FTA resonated with me much more, but generally a lot of Greyhawk fans seem to hate it.

A: It doesn't bother me that much. I know it made a lot of changes to the setting very rapidly, and changed the feel to something very dark with doom on the horizon, but there were periods of European history that saw relatively big changes just as rapidly, and I don't particularly mind the darker tone, as long as the pendulum swings back the other way, as it does six years later (in game time).




Q: In many ways, I found From the Ashes to be very interesting because it wasn't an "absolutely everything has gone to shit" scenario; nor was it an "everything is about to go to shit" scenario.  What it felt like to me was sort of like a fantasy version of the inter-war years.  A world war happened, entire empires vanished, there were huge political upheavals, and nothing was truly resolved (though some people might think it was), instead the whole scenario was set up to repeat itself again in a couple of decades. And I get that metaplot can often be a bad thing, or bring bad things, but I think it's also a problem when nothing ever evolves; I mean, either you shouldn't have any metaplot at all, period, or if you do, you have to actually stick to your guns and do things.
I think in many ways Greyhawk almost handled this better than the FR did, where you saw stuff that just felt ridiculous, and where you had the Zhentarim start out as a big bad menace and eventually turn into a fucking joke because the metaplot had to be done in such a way that they could neither be wiped out nor could they ever gain any ground.
Thoughts?



A: I know a lot of people have a knee-jerk antipathy to advancing the timeline, and I can understand it. There's certainly something to be said for describing a setting at a given point in time, and letting the DM shape the way history goes from there. I'd say the vast majority of RPG settings take that course; in fact some settings, like Hârn, make that a selling point. I can understand that attitude, absolutely. 

I can see the benefit to having a broad sweep of history happening in the background, though. The PCs don't necessarily have to be part of the events, but to have these wars, and the rise and fall of nations, and changes to what the PCs might have thought of as fundamental aspects of the setting (for example, the collapse of the Great Kingdom in Greyhawk), I think gives a certain verisimilitude to it. Could an individual DM come up with something similar in scope for his own campaign? Absolutely. But for DMs who might not have the time or inclination to do so, I like the option of using the "big events" as a backdrop. And, of course, nothing says that the DM can't just ignore everything that happens after the Gold Box era and just go his own way. That's the beauty of this type of game; nobody can force you to run your game any way that doesn't meet your wishes. 

I'm not quite as versed with the Realms as I am with Greyhawk (obviously), but it does seem to me that it's been the premier setting for so long that there's a real need to totally reinvent it at regular intervals, in order to entice players into buying new products. The 4th Edition Realms was a very, very different place than either the Grey Box or 3E eras, and you'd be hard pressed to use any of the adventures or sourcebooks, or even follow the novels, unless you had totally bought into the changes. That wasn't nearly as prevalent with Greyhawk. Some of the "sourcebook" type books, like Marklands or Iuz the Evil, won't make a lot of sense unless you're using the canonical timeline, but things like the City of Greyhawk boxed set can be used with just a little judicious tinkering if your campaign doesn't have the Greyhawk Wars. To me, it doesn't feel like nearly as much of a treadmill.

One of my favorite quotes on this subject is from Ed Greenwood (from a time before the Forgotten Realms became a published TSR setting):

"Another mechanism for keeping  things under control is the “Godswar.” This concept is also a good justification to cover the changeover of a campaign from D&D rules to AD&D rules—and will also justify any other divine revisions the DM feels necessary, once." (Ed Greenwood, Dragon Magazine #54, p. 7; emphasis added)




 
Q: Ok, let's change the subject. You described yourself as "libertarian", would it be fair you fall somewhere on the "conservative" side of the conservative-liberal spectrum of U.S. politics?
If so, do you feel that RPGs as a hobby tends to have more conservatives, or more liberals?

A: That's a very interesting question. I tend to personally identify myself as more on the conservative side of libertarianism, but on an issue-by-issue basis, I really do split the baby. I want lower taxes and less government regulation, I support gun rights, I think free markets are the best way to achieve material prosperity, I think affirmative action is precisely the wrong way to address historical racial injustices, I want to end government subsidies to particular industries (and unions), and the current system of welfare and other entitlements leads to a culture of dependence that will demand an ever-greater share of the resources that the producers in society produce. The United States used to have an enormous safety net of religious and other private charities; they've withered on the vine because government has taken over those functions. I'd like to see that reversed. 

On the other hand, I'm in favor of people being able to use whatever drugs they want (as long as they don't expect society to pay to clean up their mess), to modify their bodies in any way they want, have abortions for whatever reason they want, I want to see the government out of the business of monitoring ordinary individuals' emails and locations, I want to end government subsidies to particular industries (see how that fits into both sides of the question?), I support embryonic stem cell research, I support euthanasia, I want to see our restrictive immigration laws opened significantly (which is not the same as open borders; just have a way for folks to emigrate without waiting for 111 years before their application is approved), I want to see religion out, not of the public sphere, but of the public purse and off public property, and I support not only same-sex marriage but polyamorous marriage (but I myself am not a fan by any means; just because I choose not to partake in a thing is no reason others should be prevented from doing so).

So yeah, I'm sort of hard to nail down on the conservative-liberal spectrum. I generally come down on the side of "let me do what I want to do, as long as it doesn't hurt anyone else, and as long as I'm not expecting anybody else to pay for the consequences of my choices." But even then I'm not a complete libertarian ideologue; I favor government money for basic science research and space development. The cancellation of the Large Hadron Supercollider in 1993 was a travesty, in my opinion. Basic science is one of the places where government research investment actually makes sense. It yields tangible results, but nothing that private industry can invest in, because there's no guarantee of marketable results. And as far as space exploration goes, humanity as a species has two options. Expand to other planets or become extinct on this one, eventually. I vote for the former option.

Culturally, I find the left wing to be much less easy to tolerate than the right wing. Outright displays of patriotism for the United States don't bother me one whit; utter disdain for patriotism, especially attempts to undercut support for the troops when they are deployed in war, does bother me. Overt displays of support for totalitarian and authoritarian ideologies like socialism and communism bother me, especially from people who obviously have no idea that that's what they're actually advocating (usually 30-somethings for whom the USSR is something in history books). Funny how Nazi Germany continues to be reviled through history, but the USSR gets a pass, despite the fact that more people were killed under its rule than under Hitler's.

America really is a great country, even if it has its flaws. I don't think it's a bad thing to concentrate on the things that make us great once in a while. Some people seem to want to do nothing but harp on the bad things. When it comes to news sources I'm all over the map. I watch Fox and CNN; I read Al Jazeera, Al-Monitor, and the Jerusalem Post; Drudge is my browser's home page, but I've got RealClearWorld as my first link in my news folder, and Politico right beneath it. I try not to only get news from one end of the spectrum. Maybe that's one reason I'm okay with crossing traditional ideological lines in my effort to come down on the side of individual liberty wherever possible.





 Q: Ok, so let's consider RPGs themselves in this context.  Do you think that RPGs (not the people who play them, but the games themselves, the way RPGs work and are played) are better described as a "conservative" phenomenon, or a "liberal/progressive" phenomenon?


A: An interesting question. On the face of it, RPGs, like any game, are apolitical. But when one considers the dictionary definitions of conservative and liberal, one could say that RPGs are on the "liberal" end of the spectrum, as they are more flexible, do not depend on immutable rules, and in general lend themselves to individual interpretation. More traditional board games, on the other hand, might fall into the "conservative" end of the spectrum, as they generally have specific rules that must be followed, and the permitted actions within them do not exceed those rules. 

Of course, there could be (and doubtless are) exceptions on both sides, but that'd be my gun-to-the-head answer.
 
 
 
 
Q: What do you think of games that are written with a clearly political slant?  And for that matter, what would you consider a "political slant" in a game?

A: Fortunately I can't think of any games I've played off the top of my head that were directly political. And by that I would mean games that want to convey a political message either by the setting or the mechanics themselves (for instance, something where the players were all immigrant farm laborers by day who fight racist Tea Party activists by night), unless it's something that's obviously tongue-in-cheek. I'm sure there are games like that out there, but I've not encountered them myself.
 
 
 
 
Q: Have you had any experience with the people many call "social justice warriors", that I call Pseudo-Activists?

A: When the Adventures Dark and Deep Players Manual was released, there was a bit of a furor because the rules include gender-based caps on character ability scores, just like the original 1st Edition rules (which are the basis of the ADD rules) did. That was not popular with a small handful of folks. No amount of discussion around the fact that a) such limits are based in reality when it comes to humans, and b) if you're not talking about humans, you're complaining about arbitrary fantasy rules anyway which are subjective by definition, and c) anyone can ignore or change a rule if they choose; would dissuade them from their insistence that RPGs should reflect their ideal of what society should look like. 

I should point out that, after several revisions to that book, gender-based stat limitations are still there, and GMs are still free to ignore them if they choose. It's no skin off my apple. 






Q: This leads me to think about one of the problems I sometimes have with the OSR.  I would say the OSR is not politically conservative, but it is essentially a 'conservative' movement within gaming. And while there's nothing wrong with that, the approaches people have had to the OSR has kind of reflected the two different kinds of Conservatism that can happen in politics and elsewhere too.
You have the one group that nostalgize and idealize the past and want to "go back to" (actually invent) that past, and are mainly concerned about ideas of "Purity" or of "tradition", where things should be 'taken back' to some kind of an Ur-state, of 'how things were at the beginning' (which, note, is almost NEVER how they actually were, but just how some modern person has decided to claim they were), and where the mere value of something having been there in the past makes it good (or inversely, adding in anything that wasn't explicitly there in the past is very very bad).  And then on the other hand you have the other kind of conservatism: one that believes in having rules, order structures and limits; but so that this gives a framework to BUILD on and move FORWARD with, to encourage innovation and creativity within these boundaries that provide a structure for productivity. 
I've seen with the OSR the "clonemaniacs" who seek to make the pure "Ur-D&D" and engage in talmudic debate over rules minutiae and historical trivia of the Highly Mythologized ancient days of D&D's birth, and who flatly reject anything that can't be brought back to that; and on the other hand, I've also seen what we could call the Innovative Wing of the OSR, whose goal isn't to find the single, true Ur-D&D (or Ur-experience of playing it "the right way" or "how it was originally meant to be played", or similar bullshit), but rather to use the structure of old-school mechanics to challenge ourselves to create new and innovative games that not only did not exist in the Mythical Golden Age, but would never have exists, and yet at the same time COULD have, because they have no elements that are outside the landmarks of old-school design.
I know which side I'm on in that divide; but which side are you on? In many ways ADD is an attempt of sorts (a very weird one) to make an "Ur-D&D". On the other hand, it's actually tremendously innovative.  You tried in promoting ADD to invoke "The Spirit of Gygax" (a classic osr-fundamentalist move), and to suggest "this is what He would have done, had He not been struck down by the Evil One", etc etc., And yet your game itself introduces totally new stuff that cannot be directly traced to some part of the Old School Talmud.  So are you engaged in a post-clonemania new attempt to find the Ur-D&D (as all the clones are done new, the next step would be to try to imagine a "Pure" D&D from total invention)? Or is it really the nail in the coffin of all that nonsense, and the ultimate triumph of the Innovative Wing, suggesting that the true and greatest D&D will not be found in poring over Gary Gygax's old shopping lists, but in the process of continuing to create new old-school product?

A: Well, I'm not sure I totally buy into the characterization you provide (although there's definitely at least some truth to it), and I can of course only speak for my own motives and processes when it comes to how Adventures Dark and Deep was created, and my plans going forward.

In the case of Adventures Dark and Deep, it was very much a research project into the minutiae of Gygax's original intention for the next iteration of AD&D. Even the elements that most people view as "innovative" ultimately had their genesis either in Gygax's public statements or published works. There's actually very little of me in there, and that was entirely by design. It'd be a very lengthy list indeed to provide trace-backs of every element in Adventures Dark and Deep, but they're there, in various forms. Of course, there was some interpretation required by definition, as Gygax hadn't actually made the game, but it was as close as I could come to realizing his intention, based on the sources that are available. The inspiration for most of the "new" stuff you mention in Adventures Dark and Deep could be completely footnoted back to a Gygaxian source, and someday I might undertake to do an annotated edition, or at the very least continue my "Designer's Notes" posts on the BRW Games website. 

That said, that approach is not something I view as axiomatic, nor do I think it's necessarily as endemic within the OSR as you imply. Certainly there are some people who want nothing more than a more-or-less faithful restatement and reorganization of the rules in the LBBs or B/X or Holmes rules, and if they're happy with that, more power to them. Although I have to wonder if the world needs yet another complete restatement of the B/X rules "with this one really neat idea I had!". I think the OSR would be much better served if we had a lot more supplements, and fewer "whole new games". I, of course, split the difference and published both; my "A Curious Volume of Forgotten Lore" book is Adventures Dark and Deep for people who are already playing some other game, and just want to use the new classes, spells, combat system, or other elements. 

But in my own case, I chose that approach simply and only for the reason that it was most appropriate for that particular project. I've got one or two other projects in the wings, including something I call "Adventures Great and Glorious" (which I've discussed on my Greyhawk Grognard blog from time to time), that will unarguably be firmly within the OSR camp, but which takes off in new directions that not only expands what's possible in an "OSR Game" mechanically, but in terms of its very form as well, well beyond even what is currently termed "domain game" play. There's another with the working title "Sail the Solar Winds" (taken from the title of a play-by-mail game I designed and ran in the 1980's), which as the title might imply is a more space-opera type game. I'm very excited about the prospects, but there's unfortunately no time-frame for either right now. Too many pots a-boiling, and too little time to stir them all.

So to answer the actual question, I would place myself within the "Innovative Wing" (if the OSR can actually be reduced to the dichotomy you posit), but I am firmly able and willing to delve into "deep research" when such is more appropriate for a specific project. I am neither slavishly atavistic nor an advocate of "new and different" for the sake of being "new and different". Or, if you prefer, I could be part of the "OSR Fundamentalist" movement, but not afraid to step out of some arbitrarily-defined boundary and experiment with new concepts and mechanics. I defy easy labels in so many areas, it's no surprise to me that I don't seem to fit into a convenient label in this realm, either. Heck, my embrace of 5th Edition should be ample demonstration of that. My toolbox is rather large, and I will use whatever tool is most appropriate for the project at hand.
 
 
 
 
 Q: I suspect that part of the problem the Pseudo-activists have with RPGs, more specifically with traditional fantasy, and most especially with D&D is that they feel it reflects a conservative mindset they despise. They see it as a game where people enact power fantasies of defending the status-quo through violence, with very traditional defense of things like aristocracy (or more accurately, a lack of criticism of the same) and where (to their minds) the 'monsters' of the game are supposedly analogies for other cultures and races, to be brutally repressed and murdered by the PCs as representative of the "white patriarchy". Do you have any response to that mentality?


A: I think those sorts of tortured interpretations are patently absurd. They are born of the sort of "Marxist literary criticism" classes that abound in the West among that certain crowd that laments the fact that the Soviet Union lost the Cold War. They aren't criticisms of the game itself, of course, but merely form a subset of a broader criticism of Western culture in general, where anything white is evil, anything male (or, more precisely, masculine) is evil, and anything that smacks of wanting to be wealthy is evil. Invariably, of course, these critics are themselves white, male (usually self-consciously not masculine), and aren't averse to being wealthy themselves, so there's a great deal of self-loathing involved, as well. 

Such criticisms of traditional fantasy (and its derivatives such as fantasy RPGs) are not intended as actual literary criticism; they are intended as shaming mechanisms designed to influence behavior. Whereas the tropes of traditional fantasy have their roots in the collective Western cultural psyche; to undermine Tolkien is to undermine Beowulf and the West in general. And that's ultimately the real goal of such criticism, even if its proponents have forgotten (or, worse, never realized) it. The Soviet Union may lie on the ash heap of history, but its "useful idiots" drone on.
 
 
Q: I think that you raise a good point. The "useful idiots" may despise D&D (and fantasy, and RPGs in general) for perceived failings of systemic symbolic oppression or whatever.  But in fact, this doesn't stand up to scrutiny; as I once mentioned on my blog, if you look at, the core "message" of D&D isn't of Agents of the Patriarchy oppressing stand-ins for minorities; the core "message" is of a group of individuals who are usually of mixed races, classes (both in the "Career" sense of PC-class, and in the social sense of everything from Knights/Lords to peasants, rogues, or outcastes), genders, sometimes religions, and backgrounds in general coming together and co-operating; and very often cooperating to try to protect the weak (villagers, innocents, etc.) from the strong that would try to act violently (monsters, selfish evil wizards, etc.).  It is in fact in that sense a highly progressive message.
But where, to the real movers and shakers of the anti-D&D movement, there is a real point as to D&D (and RPGs in general) being "conservative" is that the fundamental message of D&D is also one of Good Vs. Evil, of fighting for what you feel is right, of the difference a single person can make in world, of the value of defending civilization from barbarism, of the need to sometimes stand up to evil with force, and the idea that an individual who may start from almost nothing (or even 0-level!) can (with a mix of industry, wit, and luck) end up gaining fame and fortune through their own efforts.   These are all values and ideas that this group of people despise and want to snuff out, in favor of a world-view where there is no such thing as true or false, where all evils are relative and the lack of absolutes prevents anyone from being able to effectively question (much less stand up to) anything they don't is right (because it's all just "relative" opinion, equally valid as a question of taste or tradition), where standing up for anything requires the consensus of a collective and is always illegitimate if done by an individual, where a single person must never be seen to be able to do anything other than be a victim of their circumstances (requiring dependency on collectives to support and protect them), and where civilization is an evil that needs to be completely torn down so we can create a whole "new world" under the guidance of enlightened despots trained in correct ideology to govern us for our own sake (as we are neither capable of nor to be trusted with making decisions for ourselves).
But in RPGs, its a tricky thing to make a game that would espouse those kinds of ideas and still be appealing to anyone; RPGs kind of prove the lie of that kind of thinking, and how ugly and grey and meager that intellectual worldview really is.   The only way to deal with that is to try to 'deconstruct' RPGs as they are until they cease to exist and replace them with entirely new mechanical structures that require a conscious collective effort to "tell a story", and that need to be limited in scope and frame (micro-games) to express specific and usually un-inspiring themes that refuse to be "grand" in any way.  Small games, meant not to be played as sweeping campaigns, meant to be controlled strictly by the designer in terms of what they can do so that the message they promote can likewise be controlled, often about human struggle or misery with no satisfying resolution permitted, where the point is to create a "narrative" to "address a theme" but almost never to demonstrate the potential of any kind of objective good to triumph over objective evil (at best the result must be morally "grey", at worst there is no good resolution at all).  
Would you not agree that this is, intentionally or unintentionally, the raison d'etre of most if not all of the Storygame movement?   And if so, isn't it basically an exercise in cultural maoism, to utterly tear down an existing structure so that it can be remade on ideological grounds, and could thus be understood as in no honest way part of "our" hobby, but an attempt to replace the existing hobby with a totally new pass-time that is more ideologically/philosophically attuned to that relativist/collectivist agenda?

A: Unfortunately my experience with, and exposure to, the "Storygame movement" is sparse at best, as I move in different circles. I'm not qualified to answer the question one way or the other.
 
 
 
Q: You're either very fortunate, or being very diplomatic. So, last question: If you could change one thing in the RPG hobby or industry, what would it be?

A: That the big game companies stop seeing the game market as a zero-sum game (http://en.wikipedia.org/wiki/Zero-sum_game). 

There was a time when Dragon magazine published articles relating to non-TSR games like Starship Troopers, and when White Dwarf was mostly D&D content. Wizards of the Coast of course famously allowed other companies to publish for D&D 3.x with the Open Game License, and some other companies have picked up the idea, but there's still seemingly a mindset among the big players in the industry that they need to create walls and crocodile-filled moats around their precious player base, and should do everything in their power to prevent even a single dollar from one of "their" customers going to another company. 

Now, obviously, you want to sell your own product, and I'm not advocating any sort of egalitarian love fest or anything. But if the big players would understand, and act on the fact, that there aren't "D&D Players" or "Pathfinder Players" or "Warhammer Players" or whatever, but there are in fact just "gamers", and by increasing the number of gamers overall, everyone wins, the hobby/industry would be in a much better place. If they didn't think that they needed to co-opt a player from some other game, rather than focusing on making themselves useful to players of *all* games, they'd all do better.

Let me give you a fer'instance.

Imagine that Dragon (in whatever form it ends up coming back) starts publishing Warhammer articles, or even *gasp* Pathfinder articles. Or maybe every once in a while posts something about Flames of War. Or the new GMT hex-and-counter wargame. Or a variant for some new Eurogame. And if White Dwarf started doing the same. And Strategy and Tactics. It wouldn't have to be a majority of the content by any stretch, just an occasional article here and there. You'd have die-hard D&D fans maybe buying White Dwarf. And Warhammer fans buying Dragon. And Pathfinder fans buying S&T. 

And who does that help? Everyone. And who does it hurt? No one. 

A man can dream.
 
 
 
RPGPundit: That makes sense; as a lot of regular gamers play all kinds of games, and playing one doesn't imply dumping another. In my own experiences, I think gamers like to at least try all kinds of things, and see stuff from all over the spectrum.
Anyways, thank you for the interview!
 
 
Bloch:  Thanks for giving me the opportunity.
 
 
 
RPGPundit
 
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Albion: Eulogy for a Bastard

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Sean the Cymri Bastard died as he expected; murdered by one of his own party mates.  And what a magnificent bastard he was; betrayer of kings and kingmakers, scoundrel, insufferable, devious.  He had come from nothing to become one of the most powerful underworld figures in Albion. Betrayed his party at least twice, his king no less, murdered his own lord. Never met a back he didn’t like to stab.   Did the right thing, inasmuch as he recognized it best for his own profit and survival.

It makes so much sense that he’d end up being mauled to death by a Cursed Enlarged Scots-man polymorphed into a bear.  I’ll miss the crazy fucker. I’m astounded he lasted as long as he did.

RPGPundit

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(June 30, 2013; on the old blog)

PS: Albion will be coming out as a very complete fantasy/historical setting for any OSR system, early next year.

Cracked Monday: Free Consultant Advice (Recommended by Trevor!)

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Today, a bit of free advice to all of you from a highly-successful RPG Consultant:  if you want to do a kickstarter for your game or game-related product, look at these guys, and then avoid doing almost everything they did.   They are a case-study in how to get it wrong.

There is of course the missing part there, which involves how they engaged in a (now-mostly-deleted) idiotic verbal-fistfight with a known OSR blogger who did a certainly-not-favorable but entirely-accurate review of their project.   So we have to add that to the mix: engaging in a hysterical attack on a professional blogger/reviewer.

The travel mugs? Bad idea.
The excessively grandiose plans? Bad idea.
The whole thing is an example of people who could desperately  have used a good RPG Consultant (my fees are very reasonable, you know).

But the funniest part to me, the part I can't stop cracking up about, is this quote:
"The most addicting and exciting adventure played in the last decade" ...Trevor S.

Who the fuck is Trevor?! This is hilarious! "Recommended by Trevor" should totally become a thing now.
For fuck's sake, they apparently had gotten Ernie Gygax on board in some capacity (though after these guy's fight with Tenkar, Ernie's handler Benoist came out to say that Ernie no longer supports them).
But at one time, he did. And while in my opinion Ernie Gygax is as significant as in RPGs or worth listening to as, say, Lisa-Marie Presley is in music, at the very least the dude has fucking (secondhand) name recognition borrowed from his dad! 
But NO, they looked at the options and said "well, we could put some blurb of recommendation from someone with 'Gygax' as a last name... or we could go with TREVOR!"
And so they went.

Dude, Trevor.

RPGPundit

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Arrows of Indra October Sale!

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Today, while we all still ponder over the mystery and wonder of that maximum authority of all RPG thought known as "Trevor", I wanted to point out to everyone that Arrows of Indra, the awesome old-school RPG of Epic Indian Fantasy, is going to be on sale until the end of October.

Check out the preview video:




Yes, you can now and for a limited time only purchase the Arrows of Indra PDF for only $4.99!  I'm sure that wherever he may be, Trevor would approve.

RPGPundit

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Golden Age Campaign Update

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In the last adventure, the war ended in Japan as well, but not before the PCs desperately tried to intervene to get the Japanese mystery man Kung to try to convince the Japanese Emperor to give up the fight.

 

They succeeded in turning him, but Kung failed in his mission, and the rest is atomic-bomb history.

Meanwhile, the PCs also heard of how the very first US soldier in Berlin was also the last US soldier to die in Europe during wartime. He died saving a child from a landmine, and those who knew him might say it'd be almost impossible to imagine Sgt. Frank Rock in a world at peace.





RPGPundit

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And Now: Lords of Olympus October Sale, Too! (New Art-focused Preview)

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So, if it wasn't enough to get Arrows of Indra for a low, low price (on PDF),  now it turns out you can also get Lords of Olympus at a big sale price, from Amazon.

And note that this is not just any Lords of Olympus,  it is the deluxe FULL COLOR edition of Lords of Olympus.  This is by far (through no fault of mine, but rather thanks to Precis Intermedia) the PRETTIEST RPG I've ever had a hand in making, and I think I include 5e in that list.
Lords of Olympus Color Edition is so amazingly pretty that people who bought the black & white edition and later saw the color version went out and once again bought an otherwise identical book, just because the color edition is so much nicer.

Here's some samples, though really, the images on a computer just don't compare to the production quality on paper:





















And right now, you can get it for $37, with FREE shipping. That's a huge discount!

So yeah, make October the month you stock up on RPGPundit products!


RPGPundit

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Gone Fishing

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today I take off.  Possibly tomorrow too.

Buenos Aires is Lovely in the Spring

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And,thanks to the terrible economic policies of the Argentine government, ridiculously cheap for foreigners.

I will be back on Monday.

Uncracked Monday: Back in Town Edition

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So Buenos Aires was a remarkable trip.  I love it every time I go there, but right now, if you're a tourist with US dollars it's freaking paradise.  I've come home with shitloads of new clothes (right now, for example, you can get designer shirts from as low as about $15, with Dior shirts costing under $30).  A tailored suit can be had for less than $250.  Electrical appliances that cost $80 in always-expensive Uruguay I saw on sale for about $20 there.  Fantastic three course gourmet dinners can be had for about $15.  And of course, I brought back shitloads of tobacco.

All of this is due to the economically ruinous attempts of the bumbling Argentine government to artificially control their currency (to maintain their illusion that the government still has things under control); where the official exchange rate is $8 pesos to the dollar, but the "blue" dollar on the black market (though its not much of a 'black' market, you can get money changed at any news kiosk at this point!), is at $14.50 pesos per dollar.

Anyways, if you have a chance to go to Argentina, you should do it now. I literally got four times my trip price back in savings from purchases there.

Meanwhile, for today's uncracked Monday link, let's look at an interesting article about futurism, what has been lost in terms of civilizational confidence in the future, and differing views of how to restore that confidence.

RPGPundit

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RPGPundit Reviews: The God-Seed Awakens

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This is a review of the DCC adventure module "The God-Seed Awakens", which is described as a "pulp adventure for the DCC RPG".  It's written by Paul Wolfe, and published by Mystic Bull Games. It is described as an adventure for 4-6 players of 3rd level, although I think with a bit of tweaking it can be used for a level range a bit further down or a bit further up from that.

The book itself is a softcover, with a very impressive colour cover of a suitably pulp-fantasy image; of what looks like an act of human sacrifice of sorts, some robed figures leading a woman to the edge of a precipice with a massive alien dragon-like creature apparently set to devour her. 



The interior has various pieces of impressive black and white art, mostly of the unusual creatures found in this module.  The book is about 50 pages long, if you count a couple of pages of ads at the back.

So the basic idea of this adventure is that a type of 'living seed' from beyond our dimension has begun to infiltrate this plane; it is part of a trans-dimensional world-tree, but rather than some benignant Yggdrasil or something, this tree is more like a weed that ultimately destroys any reality it gets its roots into. Meanwhile a pair of incredibly powerful beings from a previous world ruined by the god-seed had been brought along to this reality, originally subjugated to the purposes of the god-seed, but they managed to escape their captivity and now, though horribly altered by their experiences and potentially dangerous themselves, seek to destroy their former captor.

All of this is happening in an underworld area, and the adventure presumes that the PCs will head into those caves to investigate; some rumor tables are provided in an appendix to provide potential plot-hooks for the PCs to go.

As is my usual policy in these matters, I'm not going to go around giving away specific details, for the sake of "spoilers".  Instead, I'll try in very broad terms to talk about the good and bad points of god-seed as a module.

First, as a general preface it should be said that, in my opinion, this dungeon-adventure is quite weird.  If it was for any game other than DCC I'd say its Extremely Weird, maybe Too Weird, but DCC is (in my opinion) pretty much MADE for "weird".  And this adventure delivers in that sense.

One byproduct of this weirdness is that the author introduces a very significant number of creatures and entities, all of which are not really immediately relateable to standard fantasy elements, and all of which have fairly unusual names ("Shaloth", "Achari", the Tokar, Akavala, etc.).

In terms of good, I'd say that God-seed is incredibly original; I don't think I've seen an adventure quite like it, and if your players are getting a big bored of fighting orcs, this is certainly going to give them a view of a whole different set of fauna and challenges.

I should also note that this is the kind of adventure that will be HIGHLY lethal to a party that just charges forward and seeks out indiscriminate combat.  It's definitely set up to work for groups that focus on caution.

On the whole, I'd say this is an extremely creative module.  It won't suit every campaign, that's for sure. But if you're running a suitably gonzo DCC game, it'll be worthwhile for you to check out God-seed.

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DCC Campaign Update: Bad Choices Edition

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In this past adventure, the PCs unexpectedly encountered:

-a highly successful Phylactery Spell, only to have the elf who cast it left wondering where to safely put his new-made soul-crystal.

-the first of a series of bad choices, the elf handing over his phylactery to his ultra-powerful ultra-selfish archmage patron. 

-in the second in a series of bad choices, the other elf faking his way into the Azure Order.

-the order sending its newly-made member off to investigate reports of woodland animals acting in strange and violent ways, driving out the local mutant communities.

-An encounter with a frantic Brown Mutant, the last of his tribe not to have fled or died at the hands of the Crazy Forest Druid's army of woodland mammals, plus one duck.

-After brief initial skepticism, confirmation of the woodland terror when the party is set upon by a highly organized guerrilla assault from vicious Electro-Squirrels, even as the party's horses go out of control... well, their riders' control, at least.

-the frightening possibility of being total-party-killed by a bunch of squirrels.

-the one PC who fled the scene ending up facing a beret-wearing Revolutionary Bear.

-said PC fortunately remembering the old adage about playing dead when confronted with a bear.

-said PC unfortunately committing the third bad choice of the night, choosing to forget the prior adage to try to use Chill Touch, to little effect... other than being beaten unconscious by the guerrilla bear.

-the fortunate survival of the rest of the party, meanwhile, thanks to the timely application of the Pythian Sword's Sonic Blast.

-the group's luck running out when the party suffers a surprise attack from Ninja Badgers.

-in the fourth of a series of bad choices, the elf taking up the Pythian sword from the slain human wizard, the ultra intelligent mind-controlling sword that he already knew despised rogue Daemons and chaos wizards.

-said sword then manipulating the elf, through a freely-taken magical oath (in what constitutes bad choice of the night number 5) to try to go find and kill the elf's patron, a rogue daemon chaos wizard... the very same one that has the elf's soul in a gem.

-a planewalk to said patron's personal domain, in what might almost certainly have been a very fatal bad choice, were it not that the luckiest fumble of all time freed the elf just long enough for his Patron not to have to destroy him utterly.

-the patron granting forgiveness, in the most asshole-ish way possible, through a binding geas on his elf-servant, sending him on what may well be a suicide mission. 

-in relation to the same, the shocking news that the Daemon Mistress of All Dragons, Tiamat, is apparently mortally wounded in her own lair, assaulted by some powerful and terrible entity from the void beyond the limits of the universe.

-the geas mission, to be resolved as soon as possible (which is to say, after the Crazy Druid and his revolutionary army of Anarcho-Syndicalist Woodland Animals are defeated), consisting in destroying whatever attacked Tiamat... and then also destroying Tiamat.

-meanwhile, the other elf, now a prisoner (with a few others) of the Crazy Druid, finding that the Druid is controlling the woodland creatures through a strange and terrible mammal-controlling gem that he has had bio-implanted right into his chest. 

-noting that the duck, however, is not controlled (not being a mammal).  He is out to start a humanoid-animal apocalyptic war for his own sinister purposes.

-in the sixth really bad decision of the night, the prisoner-elf deciding to use his time to make a bond with a totally random patron.

-getting the Lord of All Flesh as said Patron, partly due to his membership in the azure order; which, it should be remembered, was done only as an opportunistic act of fraud.

-the rescue mission conducted by the Azure Order, where perhaps for the first time the PCs see what the Azure wizards are really capable of, with just a dozen of them taking on an entire army of vicious wolf shock troops, badger ninjas, beaver engineers, electro-squirrels, guerilla bears, and, of course, the Evil Duck.

-an epic escape from woodland custody, where salvation comes only when the Azure wizard Leandra (with the help of her sorcery, and her laser sword) takes down the Crazy Druid and shatters his hold over the forest animals.

-the apparently resolution of this week's crisis, with no one still alive having been left without at least some regrets.

-a shocking and terrifying denouement, after everyone thought all the horror was over, of a vicious night assault from the Evil Duck, who had survived his Druid ally's death and came after the PCs in a mission of vengeance.

-the conclusion that Ducks are the total assholes of the animal world.

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A Hard-Hitting Interview

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Today we suspend the normal programming so that we may instead direct you to the Dyvers RPG Blog, where you will find the author of said blog interviewing no less a figure than myself!

And let me tell you, the guy does not pull punches with his questions.

So go see it!



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Arrows of Indra: Understanding Clan

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We’ve talked here before about Caste, and people make a big deal about it, but in a way, in the game, I think that Clan may be at least as important, and maybe more difficult to get one’s head around.

The Clan is not just your “family”, you can have people from the same Clan as yours who live in entirely different kingdoms and may even have less in common with you in terms of bloodline than your next door neighbour (who is nonetheless from a different clan).  Its also not quite a tribe either.  In european terms, the closest comparisons may be to the Scottish Clans, or, even more so, to the Polish herbu of the aristocracy, where polish nobles with different last names and from different regions nevertheless shared the same heraldic shield (rather than the more typical european system where every noble family had its own shield).
In Arrows of Indra, Clan affects a great deal of the background elements of your character.  The clan served as a kind of social network and welfare system, it handled many (though not all) of the things that we’re used to government handling.  Local disputes, marriage, trade, and many other everyday affairs.  If you wanted to get married, you needed the approval of your clan chief (and your potential spouses’, of course) and often these chiefs would actually handle everything for you (up to and including picking your bride/husband). If you were traveling and wanted a place to stay, the clan would provide it. Need a loan? Your clan was good for that too, only make sure you paid, because they could also sell you into slavery!
They could also expel you; and being clanless is a bad thing because it means basically that you are outside of society; it may not be quite as bad as being casteless (though the two often go hand in hand) but it makes for huge dishonor and a complete inability to participate in some of the most basic aspects of Bharata society.

In an AoI campaign, the GM can decide whether to pick his player’s clan or to let them pick one; its recommended that clan be chosen only after background skills are determined, since some clans tend to be tied to certain specific professions.  After that, the GM needs to figure out just how he wants to go about using Clans.  He has a few options:

1. He could just ignore the whole thing.  Make clan unimportant; if all you want to do with AoI is wilderness and dungeon crawling, then you don’t need to worry too much about clan politics and you probably don’t want to busy your players with clan affairs.

2. He could take an intermediate position; and decide that in his version of Jagat, clan matters, just not a lot. The clan can help the PCs, provide support, places to stay, loans, etc. but it doesn’t get to run their lives. PCs can choose to help their clan or interact with it a lot, or very little, to their tastes, without major consequences.

3. The most accurate position, from the historical point of view: Clan is hugely important in your game.  Here, the PCs would need to understand that they are bound to obey the elders of their clan. If the PCs want to go out and adventure, they’ll need to have the blessings of their clan. If the clan wants them to do something, they need to go do it. And if the PCs start to become well known as heroic adventurers, the local clan heads will probably want to use that fame for their advantage; possibly, if they have any sense in their heads, trying to offer the PC more influence in the clan, maybe even by marriage (dare I say cousin-marriage to the clan-chief’s daughter?) or other situations of responsibility that the PC might not actually want (but will then have to figure out how to wriggle out of without offending their clan head).

In other words, if you want it to, the clan system can offer an astounding wealth of RP opportunities. And if you don’t want it, then by all means just gloss it over. Its your game.

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(originally posted July 5, 2013; on the old blog)

Would M.A.R. Barker Have Loved Arrows of Indra, Even as the Fanboys Who Govern Tekumel Today Snub the OSR?

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According to someone who actually played with him, yes.

In a blog entry from a couple of days ago, in the comments section, one of the good Professor's players had a few choice words to say about Arrows of Indra:

"AoI may be the best set of rules for Tekumel, as I think it may be the best yet reflection of how Phil actually played in his game sessions... :)"

He also agreed with my general position about what's wrong with Tekumel, the fault of every fan-driven 'revival' of Tekumel (and there sure have been a lot of these) after the original, gonzo and fairly cool Empire of the Petal Throne. 



The latter bears little resemblance to how any of its successors look, wherein they replaced a focus on adventuring with a focus on obsessive-compulsive attention to the minute details of Tekumel's language and culture, with pseudo-anthropology and pseudo-linguistics (things, I'll note, that help make a game cooler in VERY SMALL DOSES) being overloaded to the point of becoming an entry-barrier to any new potential fans.

The same blog comment from an actual player at Barker's table pointed out:

"The multitude of published Tekumel RPGs, with the probable exception of EPT itself, do not give anybody a good basic introduction to Tekumel - and they certainly do not reflect the Professor's own style of play."

Naturally, AoI does have a certain resemblance to the Tekumel setting, because Barker borrowed a lot of stuff from Epic India, the same source I used for AoI. However, I tried as much as humanly possible to make AoI totally accessible to a standard D&D-fan who has no prior knowledge of indian myth, culture, anthropology, or linguistics, and who doesn't want to bother with those things and just have a cool place to adventure in. That was the goal.

Unfortunately, it's not a goal that the people managing Tekumel have shared, not for years.
I just found out that someone has recently published yet another Tekumel RPG, and (insanely) the new edition is not going to be OSR, which one would think of as a colossal mis-step if it wasn't for the fact that it's likely pre-meditated. For all their talk, most Tekumel fans WANT their setting to be obscure and under-appreciated, so that:
a) they can complain about that
b) they can feel like part of a special exclusive club of the people who 'get it'
c) they can feel superior

It's fucking sad. There was nothing to prevent a reintroduction of an adventure-focused, weird-science-fantasy focused Tekumel with rules compatible to the most popular RPG in history.  With the huge popularity of the OSR, this was the moment to do it.  Shit, they could even have used Arrows of Indra s their model, since everything about AoI's rules are free for use.  

The fact that they didn't even bother pretty much proves that the Tekumel hardcore have no interest in appealing to a wider audience.
 

I'll end by noting that I'm sure Barker himself was an amazing dude, given the scope of what he created. I'm sure he and I could have had a lot of things to talk about.  It's a pity that his intricate and interesting setting, inspired by the very same cultural and mythological sources that inspired me to write Arrows of Indra, are being left to languish in the hands of a tiny group with no interest in, and active interests working against, bringing that work to the widest possible audience.

P.S.: A promotional note: Because of RPGNow's "Halloween Sale", you can now get Arrows of Indra on PDF for only $3.34!

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Golden Age Campaign Update

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WWII is over. The boys are coming home. But the world still isn't exactly normal; Europe has been completely devastated, and most of it is still occupied, either by American troops (which will eventually leave) or by the Red Army (which, everyone is starting to clearly realize, will not).  Old enemies who had become allies of convenience will once again become enemies.  And people will be taking advantage of the chaos of post-war Europe to engage in acts of revenge, or of opportunism.

And very suddenly, in the U.S., everyone wants to be normal, and live normal lives.  Even super-heroes.  While being given the Congressional Medal of Honor, the Flash saves the day by defeating the slow-moving villain known as The Turtle:






And, right after that, he announced his retirement from super-heroics.  The world, it seems, was just moving too fast these days even for the Fastest Man Alive.

Meanwhile, the Mystery Men were recruited by Zatarra the magician to fight one of their own: the wizard Sargon, who had put together a team of occultists seeking to immanetize the blooming of the New Aeon by stealing the true copy of the grimoire known as the Clavicula Solomonis from the Black Library of Forbidden Books in the Vatican.
Among his crew were such occult luminaries as the German adept Frater Saturnus, the Italian alchemist Julius Evola, American Techno-magician Jack Parsons, the aging French mystic gentleman-thief known as Fantomas, and Hawkman, chosen Champion of Horus.
To provide backup, they'd hired the ex-german mercenaries of the ruthless and brilliant Otto Skorezny, who managed to go toe-to-toe with the Archangel and Lady Lightning.  He would get away, only to later be captured while trying to make his way to Spain (though history suggests that he will later escape facing trial for his crimes and go on to a long career as a soldier-of-fortune).

In the end, the wizards failed in their attempt to steal the mighty book of magic, but the PCs were left wondering just which side was really the one worth fighting for, if indeed there was a side worth fighting for at all. And unbeknownst to all, the vatican was left infiltrated by Vandal Savage, who no doubt has long-term plans for the Black Library.

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