Tuesday, December 8, 2009

Magic Item: Imperator's Regalia

This is the accoutrement of the Imperators, high officers in the Thylian region that govern the colonial holdings and acquisitions of the Imperium, that ruled 400 years ago. To all of Thelerite descent, or those who at least pretend, any of these items is immediately recognizable as a symbol of authority and power within the Thelerite Imperium. Any who bear them will certainly attract attention from those who know and care about such symbols.

Scholars of the period report that in the early centuries of the Thelerite Presence, sets of these regalia were relatively common, possessed by many or even most of the regional lords administering holdings outside of the imperial heartland. It is believed that in that time, each regalia befit its owner's personality both in appearance and power, but today, there are but a few pieces remaining, and each is coveted by those who would see the Imperium returned and re-empowered.

Imperator's Armor

This is a suit of studded leather armor. The leather is died a dark blue, almost navy, color, or perhaps taken from the hide of some strange and unknown creaturefrom faraway lands. The studs are bronze and arranged in intricate patterning resembling intertwined vinces, except for the front where they frame a cunningly wrought figure of a figure appearing to be a cross between a human or humanoid and some sort of draconic creature posession sinewy tale, ellongated neck, and clawed hands: the symbols of the Imperium's ruling family from time immemorial. It is sized for a human, or any humanoid/demi-human being of approximately six feet, though it is known that it can be adjusted for persons anywhere from five-and-a-half feet through nearly six foot four. It carries a simple +2 enchantment affecting both AC and saving throws appropriately. Once per day, the wearer is able to invoke the ability to Detect Lie per the spell according to their own level. If they are not of sufficient to cast the spell as if they were a cleric, then this ability does not function. This armor will not function at all for any being of elf extraction and, in fact, those who attempt to wear it will find it binding and restricting, affording no defensive bonus at all.

Guard of the Imperator

A tall, rectangular medium shield designed to protect a roughly human sized figure from knee to nose. Blazoned across the front is the draconic sillouette of the imperial ruling family, crossed by the bar sinister in blue and black. The shiled appears to be constructed of wood, though of what type it is unclear for it is an unearthly white and it weighs only half of what a similar shield of oak should. At any time, the bearer can sacrifice 1d4 hit points in order to cast a light spell at 5th level of ability. This damage heals normally. The light itself is unbearably painful, though non-damaging, to most types of undead and will drive them back as per a 5th level priest's turning ability. Any who are drained to 0 hit points or less by this power will be drawn wholly into the shield and vanish from this world, their souls beyond the reach of all but the most powerful magics.

Hand of the Imperator

This is, perhaps, the most infamous of the currently known regalia, for it has a truly sinister reputation. A short sword with a broad, leaf shaped blade and a jagged edge in the form of fine barbs running back along most of the length of the blade. The steel is is forged from is stained a dark color, almost black. The sword carries a +1 enchantment, but is also a sword of wounding, inflicting terrible wounds that are difficult, oft impossible to heal. Worst of all, on any critical hit (or natural 20 if no critical hit rules are used), the sword will effect a vampiric regeneration on behlaf of the wielder, healing him for a like amount of damage inflicted upon a foe. For every point of damage inflicted in this manner (but not for normal blows struck with it), there is a cumulative 1% chance that the wielder will become addicted to the sensation and will do anything to experience it as often as possible, even to the point of attacking innocent victims and comrades.

The last owner of this blade is well remembered, though his name is never spoken or recorded if possible. Nazdith the Wild cut a bloody swath across the realm, killing dozens of innocents before he was finally slain by a group of heroes. Unfortunately, the Hand itself was lost and its current wearabouts are unknown.

Imperator's Orb

A six inch diameter orb of copper stamped with the intertwining vines and draconic symbols of the Thelerites: it weighs approximately 5 pounds. It's powers are wholly unknown, though rumored to be anything from functioning as a crystal ball to controlling the Great Wyrms that gnaw at the root of the world.

Saturday, December 5, 2009

Arduin Eternal Shipping Soon


Well, since I'm out from under the NDA, and they're actually shipping the product, I feel that I can actually talk about this openly now, at least a bit.

This is not a review, since I don't actually have the finished product in my hands yet. I was lucky enough to be a playtester for Arduin Eternal, the third version of the game (or, maybe, 3.6, it's kinda hard to tell), and I'm eager to see what Monte actually put together in the end with this. I say this, despite the fact that I've seen the beta test, because the very last thing I or many of the other playtesters have heard is that "big changes" have occured, so pretty much everything I say here may be entirely wrong. Also, despite the fact that I am no longer under NDA, I'm going to act as though I am for the most part because, well, frankly that agreement I signed scared the crap out of me. If, when I finally get my hands on this book and get a read through, none of what I say here applies, I will gladly retract it all.

So, many of the grognards lurking about the web are already familiar with Arduin, if only in the format of the little booklets that were nothing more than options books for the original LBB version of D&D. Few people remember, or for that matter want to remember, that there was a second edition released entitled The Compleat Arduin (spelling intentional). That was a very curious set of books if only for the novelty of them. They were the first set of books out of Hargrave's mind that attempted truly to turn Arduin into more than just "Hargrave's Campaign" and house rules and into a singular and whole game if its own. It's also remembered frequently as a truly terrible game, which is mostly unfair really. Was it simple and easy to understand? Not a chance. But in the end, it's still a very enjoyable game and I recommend that version to anybody who's got the temperment to take a hammer to it and make it into their own.

Now, Monty StJohn, author of The Worldbook of Khass, has put together a new, completely revisualized version of the Arduin game that will lock in with his previous work. Of course, being a systemless book, saying that anything at all will lock in with the worldbook is . . . meaningless, but you probably understand what I'm talking about at least.

This new book, called Arduin Eternal, is a significant leap away from the original system (essentially D&D) and the Compleat Arduin systems. People looking for a game that is a strong inheritor of the D&D mechanic, any of them, will be sorely dissapointed. Certainly there are identifiable elements of Gygaxian DNA in the thing, this is a whole other monster that will twist the undies of a fair few.

First, this is not entirely a class based system. Yes, there are classes, and yes, they do, in very broad strokes, outline the general thrust of your character and his abilities, this is, in no way, the class system where fighters, magic-users, and clerics are identifiable and quantifiable packages of specific rules. Instead, being a part of a class nets you access to specific skill sets and talents that are not accessible from the outside, or in some cases as easily improved. For instance, while anybody can learn to use armor and weapons and to hold their own in a fight, Warriors of all stripes have access to deeper and, in some ways, more powerful understanding and abilities in the arts of combat and war than others.

You know, that last sentence seems fairly . . . blatantly obvious now that I'm rereading it, and perhaps in a way it really is. However, it's just not when you're looking at the gaming industry as a whole any more. We currently reside in a world where RPG's largely cater to the wish fulfillment and "give the player what he wants" mentality. A world where "character build" and "fun" are the vast overriding factors, even over the power of the referee. This, though it looks to be that at first blush (and even second and third blush) is not that. There are a great deal of Old School sensibilities here, mixed well with some of the best traits of New Schoolism. Youngin's will have all the choices they could imagine in their wildest dreams, and will be able to build to their heart's content, but some of the older folks will truly love, I think, that things here are very easily stripped down and jiggered into a bare skeleton on par with even the dustiest of grognard lore.

At its heart, at least last time I saw it, there is a core mechanic that governs the entirety of the mechanics. Essentially, roll D100, add modifiers and skill ranks, and compare to a target difficulty number (either set by the ref, or set by an opposed roll). It's really that simple. It just has so much else slathered on that it may throw people off who came here looking for simplicity. Those who come looking for infinite diverersity in infinite combination will also be dissapointed as many choices are not universal and are largely attached to others based on Arduinian flavor.

What the game does very well, though, is to provide tools for both the GM and the players to . . . well . . . the only way to adequately describe it is "go hog wild." Bare bones ideas of how to build magic items, both from the GM's perspective of including them in adventures, and from the players' perspective, of having their character build them. The most logical minds here, though, will probably find them infuriating in their spareness. Not to mention similar rules for demi-urges, spirits, technology and alchemy. A section worth special mention is the rune-magic section, which will drive many people absolutely insane: instead of rune spells as in prior editions, we are provided with actual individual runes that produce specific effects on their own (ranging from fire, earth, air, and water all the way to runes that affect time/duration and dimensions) and in combination with others. Every rune casting is, literally, a recipe that has to be discovered, experimented with, and perfected. The same goes for much everything else.

At its heart, and the last time I saw anything official, the game was all about economies of scale. At its heart, the game is a single, simple mechanic which can be used entirely satisfactorily on its own. Everything else can be added on bit by bit as desired, or left out as you please.

I'm excited to see what the "big changes" are, and if anything I know still actually applies.

Where The Hell I've Been

Well, I suppose I owe the two or three people who actually read this blog a brief explanation as to my long absence.

First, my home computer suffered a horrifying and total meltdown not long ago. The kind of meltdown from which delicate electronics do not recover. The service group, when called, laughed in my face and informed me that they would not care a whit for a 7 year old computer and that I should be ashamed of myself for having something so old and "out-of-date" in my home. I was forced to purchase a new machine, which took a goodly time to be built and delivered to my lair.

Second, in the process of increasing security, my office has decided that blogspot.com is now a blocked site. I can no longer browse the blogs while in long telecon meetings, and that makes me sad. Nor can I, obviously, make updates to my own pointless and rambling blog while in the office. This cuts down my available time to post things here to about 2 hours a day at most.

Third, I am the semi-proud survivor of several rounds of vicious layoffs in my workplace that resulted in something like a 50% cut in the work force which prevented me from spending as much time online not working as I am want to do at times. This is either because, if my boss is aware I have a blog and reads it, that I am actually a good worker and productive and valued member of the professional community. Or, if he is not reading this, then because the people who decided who was to be terminated and who was to remain are complete and total morons. I tend towards the later myself.

Well, anyway, I'm mostly back in production here, though obviously I won't be able to post terribly often. Yeah, you probably won't see a change at all, so I'm not sure of the point of this post at all.

Anyway, I do have some brief thoughts coming up, so I'll be posting a real thought sometime in the next couple hours.

To all those who hate me: well, you can't get rid of me that easily you bastards!

Tuesday, November 10, 2009

Fear and Insanely Brave PC's

Last time, I talked briefly about fear and horror in RPG's (D&D specifically) since it was so close to Halloween. Since I rarely am not thinking about horror stories (both movies and books really), and since I watched the excelent Dracula and His Brides the other night, I've further refined my thinking on this in terms of RPG's.

One of the most difficult realities to face when trying to run a horror campaign, or a campaign with horrifying elements in it, is that players tend to treat their characters as if they were absurdly brave. Of course, compared to the average inhabitant of any world, PC's truly are brave. It takes real courage to face down the average monstrous threats from bugbears to orcs, from kobolds to great wyrms, and most of the inhabitants of the Monster Manual: the average peasant runs in terror while the PC's stand their ground. Which is entirely appropriate in most instances. After all, most of us really do have the itch to play a heroic character seeking glory and riches (or maybe just riches).

But there are times when such courage becomes a little ridiculous. Whether you're actively trying to frighten the players/characters or they simply should be frightened, most likely the players simply are not. It's frustrating even if you manage to build up an unsettling atmosphere that it becomes just like any other action centric session once the veils are torn away and the center of the mystery is unveiled.

The comment (singular) from the last post recommended treating it like a horror movie, at least in part: turn the players into a passive audience for short times. This I cannot agree with. Simply put, this is a role playing game, not a horror flick. Part of, perhaps the main part of, the fear rests in the choices the players make, or are forced to make. It's about looking at your list of choices and knowing that there isn't a "good" choice and a "bad" choice, merely choices and few, if any of them, wholly worthy of the risk or likely to repair the problem(s) at hand. You've killed a vampire and taken his powerful magic item from him, but the local powers that be (a pack of wolfwere bards who run the nearby city and university) are in front of you and want that item. You don't know what they'll do with that magic item, but you can only assume that it will be nothing good, but keeping it from them means a fight and there's nothing at all you can do to stand up to them, at least for the moment. What, precisely, do you do here?

Is that horror? Or is that not? I'm not entirely sure, honestly, but it's something that certainly horrifies me, the thought of trying to do something good (yes, for the most part I, as a player, tend to create and run characters motivated a little less by the money and more by the thought of improving the world in some small way) and instead having merely transitioned the danger/evil from one place to another, or even worse, increased the danger inadvertaintly. Of course, the danger here is in pushing it too far and refusing the players any level of success instead of simply moderating or corrupted success. After a certain point, it feels pointless and the fun gets drained out of it all.

This is also, incidentally, where I believe the concept of fear and horror checks rests. These little "tools" for the DM out of Ravenloft the setting are there to tell the players how their characters feel. While certainly useful at times, it tends to be something with all the subltety of a hammer. They can be useful to be sure and can, in some cases, give cues to players who like to get into the swing of things to have a lot of fun, but most often they feel contrived and more like something that overrides player choice in favor of a "desired result." Something that results from too much faith and emphasis on plat rather than story as well.

One of the best methods for putting a little fear into players that I've found is in the monsters. No, not in finding stronger and more terrifying monsters, but in using them properly. Nothing puts a crimp in players' styles quicker, at times, than a monster that refuses to "play fair" by simply standing there and dying politely. More than likely, the monsters have plans and goals and are going to act to further them even when, or especially when the players aren't ready for them. Moreover, monsters don't play fair and limit themselves to attacking "military targets. Wanna upset a player? Take an NPC that they've become attached to, who has sheltered them or provided aid in some way, and have a frustrated opponent who can't strike directly at the players kill them or turn them instead.

Another great tool is monsters that "violate" the PC's, or do something just "wrong" enough the get past the character/player filter. I love Goblyns (spelled with a "y") for this. Nothing says scary like a moderately tough humanoid that will eat your face off the first chance it gets (literally). And for added fun, see what you get when you add just a little bit of low level telepathy or instant communication as they did in Castles Forlorn.

There have to be better ways of communicating genuine horror if not actual fear than turning the players into an audience and perfuse purple prose.

Friday, October 23, 2009

Mildewed Thoughts

Just getting a few things out of my brain before I suffer a stroke over them.

1. I wonder if it's possible to make a living by actually working reasonble hours. I've done nothing other than sleep and work for about a month and a half now, and it's inexorably pushing me towards a psychotic break. You wouldn't like me when I'm crazy.

2. Thoughts of late turn, naturally, to horror. In the D&D world, that naturally leads to thoughts of Ravenloft the campaign setting. There's a nice little review of Ravenloft's history over at Advanced Gaming Theory, from the first module all the way through the horrors that were inflicted on us by crappy writers and the bitch in charge of TSR at the time. I agree with most of it, but I'll say that there are a few of the modules that were really excellent, most notable among them was Castles Forlorn, a madening little twist of insanity involving time travel and a bad guy to drive you loopy.

More specifically here, in between TPS status reports, I've been pondering how a good horror campaign in AD&D would run without falling into the same traps that TSR's middle and late Ravenloft did. TSR, you see, noticed that most of our greatest horror movies and stories revolved around a central "bad guy" or antagonistic character. Dracula is mostly about the titular vampire and the efforts organized to defeat it. Frankenstein's tale is about the mad doctor's perverse disfigurement of the natrual cycles of birth, life, and death (and if you have forgotten just how perverse this really was, go back and read it again keeping in the front of your mind the image of a woman giving birth). Hell, in the end, even Halloween (our first and greatest slasher movie) became, in the end, mostly about Mr. Meyers. This is great, because the greatest horror, in my view, revolves around the concept of a single, charismatic damned soul and those caught up in its orbit or a very few other rare concepts.

But, of course, this doesn't make for a good roleplaying game. What scares us on the big screen just makes for crappy gaming, really, so what, exactly, is the composition of a good horror game? I suspect it has little to do with Ravenloft itself and more with understanding the underpinnings of what frightens us individually rather than what frightens us in the books and movies.

3. Thoughts of late also turn, for some unknowable reason, to The Peninsular War and the prospect of a game set in the style of The Richard Sharpe series. If you've not experienced this particular series, it behooves you to take some time and get into it. I think it'd be a great deal of fun to put together a series of "adventures" or more appropriately, missions, casting the players as members of a detached unit in either the military intelligence corps or part of the 95th Rifles. Of course, the trick would be to avoid the "Star Wars Syndrome" and keep major personalities out of the game. As tempting as it might be to put Welsey into play, I'd hate myself for doing it.

4. Thylia is log jammed in a corner of my mind, slowly developing a tumor that keeps me up nights. I find it becoming darker and darker in my mind and less and less like the original D&D, and even less like the morality play that 2nd edition can turn into. Bleak and hopeless wastes populated by men and women who's sole concern is to survive to the next day. I feel compelled, here, to quote "The Widening Gyre," but I shall resist such temptation for now. I'd like, more and more to actually assemble a group to give this world a twirl, but it's hard to set aside time to actually do that. Perhaps a Thursday or Friday night game, weekly or bi-weekly, but really, how many northern Jersey gamers are there?

Wednesday, September 30, 2009

Why Aren't We Gaming In Pandorum?



Ok, this isn't a movie review at least partly because I haven't completely mentally digested the thing yet, and partly because, well, you probably wouldn't believe me if I told you what went on in that flick. For those that have seen it, you'll understand.

The purpose here, though, is to simply state the obvious that Pandorum the movie seems to be a perfect setup for a sci-fi/modernesque RPG game. It would be ridiculously easy to set this up as a short (or long) adventure using some modern ruleset (like Alternity or D20 Modern) and watch as things unfold.

That is all.

Tuesday, September 29, 2009

Specialist Wizards

In the comments here, James M. talks about why he dislikes 2nd editions take on specialist wizards. Rather than clutter up the comments over there too much, I'll throw this up here.

I dislike 2e's specialist wizards for two reasons. First is the creation of a universal spell list that lumps both MU and Illusionist spells into a single collection. In 1e, there were spells -- illusionist spells -- that no MU could ever cast, regardless of their ostensible school. I think 2e misreads the meaning of the schools and attempts to over-rationalize them at the expense of flavor and mystery, which is what having separate spell lists for each class did.

Second, and more damning, many of the specialist wizard types exist for no other reason than to fill out a schema. No effort is made to make each specialist type unique. Instead, each type gets an identical bonus for its favored school and cannot cast spells from one or more "opposed" schools. It's in my opinion the triumph of categorization over substance, a kind of "spreadsheet" mentality where everything has to fit in a nice little box according to an outside rationale.

I don't think 2e specialist wizards (or specialty priests for that matter) are unholy abominations and I fully understand the reasoning behind their creation. However, I think they sacrifice too much uniqueness on the altar of simplicity/rationality and, given the choice, I'd rather stick with the original presentations.


While I can sympathize with James' point of view, I can't really agree with it. In my eye, the 1e (or OSRIC since it's effectively the same) Illusionist is no more mysterious than anything else. Nor is it particularly distinct. To me, it looks just like any other magic-user/wizard/arcanist/whatever-the-hell-we're-calling-them-now: a unique spell list is but a distinction without a difference. Honestly, what fundamental difference is there between an Illusionist and a Magic-User in the PHB other than a somewhat exclusive spell list?

Contrary to James' point of view, I think the designers understood the idea of spell schools and spheres perfectly well and that the real objection, here, is that all of 2nd edition's specialists are, at their core, pretty much the same thing. They get the same bonuses and penalties, they chose from a largely identical spell list except for banned and favored schools. In essence, they were as similar as two law school students, one who focused on criminal trial law and the other who focused on corporate finance law. In exchange for sacrificing a certain level of general knowledge (i.e., they do not have the breadth of comprehension that a genarlist does), they gain a depth of knowledge in their chosen field that gives them an edge both in the lab and in the field. In the end, though every one of them works with magic of a different sort, they all belong to the same archetype and class - the hermetic/academic spell caster - and, in my mind, do not at all need to be differentiated more than that. That way lay the dreaded realm of the third edition where every fine nuance on an archetype required it's own unique base class (in some cases there or four base classes) and any number of prestige classes.

Of course, I don't object to the idea that the spell lists are too much the same. Too often, it seems that, for the most part, the spells one wizard carries are virtually identical to just about any other out there. Can't tell you how many times the later 2e modules had every single wizard NPC carry magic missile, even if the evocation school was forbidden them. Personally, I think it might be very interesting to try a campaign in which all wizards are specialists (no such thing as a generalist in this world) and they are able to learn and cast spells ONLY from their favored school: a necromancer, therefor, would cast ONLY necromantic spells. There would be a short list of universal spells, the likes of Read Magic, Detect Magic, and so on, but otherwise, all spells would be the exclusive domain of the specialists.

Now, I'm not at all opposed here to the concept of adding truly unique specialist types. As much as Vancian casting works for D&D, I think the possibility of magically endowed characters who do not utilize recipie like spells is an intriguing one. I've simply never seen an adequate example of it that would work along the lines of the D&D game (or any version of it). Maybe a simple short hand for an elementalist would be to utilize the vancian system, but to remove the "spell book" aspect and have them function more like clerics. Their spell list would be a conglomeration of both clerical and magic-user spells that would fall within that element (i.e., both burning hands and flame-strike would be a part of a fire elementalist's spell list). Instead of a holy symbol or spell book, they would be carrying a fetish or medicine bag type of object which would act as a focus for the magic.

I don't know, I'm ust spitballing here. The entirety of D&D seems built around the concept of Vancian magic (with good reason) and it's difficult to go outside of that boundary without venturing into other realms.