Tuesday, September 10, 2013

30 Day Challenge: Day 8 - Favorite Character You Have Played

This is actually a tough topic for me.  I don't really do old war-stories from my RPG sessions very well.  I don't remember a lot of details about old characters.  Usually my favorite character is my current character (and since my current game isn't D&D, well...  Also, I GM a fair bit.)  And my favorite characters aren't often D&D characters.  I had a character that I envisioned as Bertie Wooster once, in a Call of Cthulhu campaign.  He went insane when meeting with Nyarlathotep, who was incognito.  I had a character who was a changeling rogue in an Age of Worms campaign.  I envisioned him as a fantasy Don Juan, who had gone a bit too far--when discovered in flagrente delicto with a crime boss's wife (or mistress, I can't remember anymore) he found himself on the run.  Because he was a changeling, he disguised hiimself as a young female barkeep in a small town outside of Greyhawk city; the little town of Diamond Lake where the adventure path was started was where he was in hiding.

I kinda liked the notion of a classic, Some Like It Hot vibe to the character.  Sadly, although my DM promised me that that would come up, it didn't.  He forgot, and my origin was so much wasted effort.  In addition, I wasn't really a trapfinding D&D style rogue; I was more of a con-man and huckster.  I found myself constantly pushed to develop in ways that were stereotypical for the class, but not really what I had in mind for the character.

I really liked that character.  At about 10th level, I retired him, though, because the campaign just wasn't working in a way that allowed him to be who I wanted him to be.

My current character is, kinda sorta, in house-ruled D&D, but the Star Wars setting, set sometime shortly after Return of the Jedi but ignoring pretty much everything from the EU (if you accept a few things, like Clone Wars to be somewhere "above" EU in canon, more like the movies themselves, for instance.)  He's a former Sith Acolyte who was disillusioned (and, in fact, majorly pissed off) at the Sith Order, and therefore came to the Jedi Enclave on... uh... whatever planet it was on when we started the game. (Dantooine.  It's on Dantooine.  Maybe.)  He's not exactly "good"--in fact, he's not even close to being good.  But he's interesting.  But maybe the Jedi class isn't exactly D&D as most people know and love it.  But my last two or three D&D experiences as a player ended up being a little bit disappointing in terms of my own character.  And I don't really have any stories from "ye olde days."  So, I guess that's the best answer I can provide...

30 Day Challenge: Day 7 - Favorite Edition

3.5.  No question.  I don't love it, exactly, but I'd rather play it than any other edition.  I know it quite well, it's very flexible, and it works fairly well.  I have some serious problems with it, but no moreso than I have with any other edition.  And I still remember the axiom of "tools, not rules"--which was how I'd always played the game anyway.  With that in mind, many of the commonly decried problems with the edition fade away.

That said, I'd rather not play D&D exactly at all.  I'd rather play something like m20, or d20 Modern.  Really, what I don't like most about the game is all of the D&Disms (which curiously are much less prominent in some older versions of the game--although those are marred by lack of robustness and inflexibility in other ways.)

The also ran, that I could play and be OK with doing so if 3.5 (and 3e; I'm considering them interchangeable for purposes of this post) would be the Moldvay-Cook era B/X game.

The edition I'd be least likely to want to play is probably 4e--although AD&D (of either 1st or 2nd edition; either one) would be a close second.  And if I could live with Moldvay-Cook, I could probably also live with Mentzer or RC; the differences weren't really that significant, were they?

30 Day Challenge: Day 6 - Favorite Deity

Woo-hoo!  I'll get caught up yet!  Today's the 10th, and I'm making a post for Day 6.  But since these questions are so easy to talk about, I'm moving like crazy through them.

Day 6's question is who is your favorite D&D deity.  And as the old Deities & Demigods book shows, D&D deities also include a bunch of regular old mythological deities, since it included chapters on Norse mythology, Greek mythology, Celtic mythology, Babylonian mythology, Sumerian mythology, Finnish mythology, etc.  It also included some fantasty pantheons that were not developed for gaming, i.e. Newhon mythos, Elric mythos, etc.  Curiously, it did not feature the Greyhawk mythos, which later (in Third edition) was the default pantheon for the game.  And in 4e, the gods were a mixed bag of all kinds of past deities, reassembled into a new pantheon (I should have mentioned the "points of light" default setting for 4e the other day when talking about favorite gameworlds.  It was a nice one.)

However, I'm on record (see my favorite class post) as really disliking playing the cleric class.  And if you're not playing a cleric, picking a god to worship isn't exactly an important task.  So, I tend to like gods that can serve as interesting antagonists rather than gods that I pick for my characters to worship.

I thought about punting, and since Deities & Demigods and later the d20 Call of Cthulhu book gives rules for this, picking Hastur or Yog-Sothoth as my favorite D&D deity, but that's not really true.  I also thought about punting and picking a real mythological figure, since D&D has included them, like Set or Thor or Ares or something.  But that's not really true either.  In reality, creating a pantheon of original gods as part of setting design has always been one of the things that I liked most about homebrewing.

Armies of the Abyss, by Green Ronin (originally a 3e product, but later bundled and re-released as a 3.5 era product called The Book of Fiends introduced the thaumaturge class, a kind of demon-lord worshipping alt.cleric.  It also made the case for a pantheon of just demon-lords, and pointed out that other than good and law, your all covered.  While D&D hasn't exactly been entirely forthcoming about creating a pantheon of the heads of demonic, diabolical, celestial and angelic orders as deities per se, I actually quite like that idea better than most.  With a robust "court" of Outsider lords, it does, actually, make the notion of additional deities seem somewhat superfluous. 

I also prefer a more open pantheon.  In Greek mythology, for example, there were the 12 Olympians, but they were by far not the only gods (heck, Hades wasn't even counted amongst them, since he lived in the underworld, not on Olympus.)  I also prefer room for lots of gods and goddesses and other deities, and without a formal structure that would tend to limit how many I can have, what they do, and all that.  And keep in mind that in greek mythology, many of the monsters were effectively deity-level creatures too.  It's easy to see Typhon or Echidna as demon-lords or deities, either one.

I guess if I truly have to pick a deity, I'm going to go with Orcus.  I know, I know, he's not a deity, he's a demon-lord.  But he can grant spells to clerics (at least as an option, in most editions of the game) and he's got it goin' on as an antagonist.  Plus, the fat, bloated goat-headed look is a classic monster of deity-level monster.  Here's a classic type of Orcus depiction, and a more comic-bookish WAR version.





30 Day Challenge: Day 5 - Favorite set of dice/individual die

Well, this is an odd one.  The question for today is to discuss your Favorite set of dice or individual die.

See, I have a lot of dice sets.  I have way more than I need, and I'm a little compulsive about wanting more sometimes.  And I mostly use them all.  I do have a specific d20 that I use as my d20 of choice, though.  I don't have a picture of it handy, but it was a stand-alone d20 that I picked up on a whim at a gaming store a few years ago.  It's not "correct"--i.e., the distribution of numbers on the faces isn't random, but of course the rolling of the dice is random enough, so who cares?  The die seems to be kinda swingy; I get really high numbers or really low numbers frequently, and not so much the middle ranges.  At least it feels that way, and some other guys in my group have commented on that as well.

Anyway, I do have a picture of my dice bag, at least, open and showing the dice.  I like my bag; it's pirate themed and home-made by my lovely wife.  I'm actually trying to talk her into doing me another one as well--for my gold coin tokens.

Other than that, I do aspire to a few more sets of dice.  I kinda like the ones that Q Workshop does, with the themes.  Paizo contracted them to do a number of sets of dice that were themed specifically to their first half dozen adventure paths.  I'd like to get the Legacy of Fire and the Serpent's Skull dice.

Q Workshop also has Call of Cthulhu dice, and man, those are the ones I want.  They're a little on the pricey side, so every time I think I might buy some, I get turned off, but one of these days, I'll either get over my psychological hurdle, or find them on sale, or something. 


Monday, September 09, 2013

Moldvay-Cook era

For about $5 each, I could pick up pdfs of the Moldvay Basic (my first real foray into RPGs), the companion Cook Expert set (the pdfs are the printing with the Erol Otus artwork framed by a colored border rather than the ones filling the entire cover.  I think the differences of the printings are insignificant, however.)  At $4.99 each, I could also add the modules that originally came with them, Keep in the Borderlands and Isle of Dread.  Total cost outlay: about $20. If I were to actually play any old-style D&D ever again, that's what I'd want to play.

Not that I actually do want to play old school D&D.  Rather, I think if I got those, it'd be to read them for nostalgia's sake and look back at the artwork, much of which I remember fondly.  And at that price, I'm fairly well tempted to do so.

If I actually wanted to play the games, I could always just get Labyrinth Lord for free, of course.  Or some of the less clone-like retroclones (I did mention earlier that I've been big into m20, right?) But let's face it; reading the original text and seeing the original art again; that's what this would really be about.  The rules aren't the thing, the experience is.  And reading the old modules again; wow, that would be almost surreal.

Part of me is nervous to do so, though.  I haven't exactly forgotten, after all, that I was quickly disillusioned with D&D and went looking for other alternatives.  In part, this was because AD&D seemed to completely overtake D&D itself and adopted a paradigm that was less to my liking than D&D's--but also, it's because the entire D&D experience wasn't really exactly what I was looking for.  I think I need to accept that I'm just fundamentally not really a D&D player; I'm a gamer with tastes that only sorta intersect with D&D.

But, D&D was my first, and the Moldvay-Cook era D&D was where it all started for me.  And in many ways, I still think it's the D&D I'd enjoy playing the most if we ever quit playing 3.5 in our group.

30 Day Challenge: Day 4 - Favorite Gameworld

One more, before I call it a day (I'm still five days behind, so I'll have to hoof it the rest of the week.  And I might even want to get ahead, since I'm sure it'll slide later.)  For Post #4, the 30-day D&D Challenge for bloggers asks you what is your favorite gameworld.

First off, I'm a dedicated homebrewer.  I really can't play in a canned setting without finding some obscure corner where I can do my own thing.  I'd rather just homebrew entirely.

That said, I do like owning campaign settings, and I like reading them.  And I'm interpreting the question as referring to actual published settings, not my own homebrew (my favorites of which aren't even D&D settings anyway, and are at best "OGL" settings that imply a highly variable version of the rules rather than one that's close to D&D as most people recognize.  I only have one setting that I think even qualifies as a D&D setting, in my opinion, that I'd be willing to nominate as among my "favorites.")  Rather than simply picking one, I'll talk about a few, with some caveats.  And then at the end, I'll tentatively put one forward as the "answer" to today's question.

Iron Kingdoms is probably my favorite setting.  The old Witchfire Trilogy of modules is a pretty nifty.  This was also one of the first "mainstream" setting that went away from the old high fantasy with a small dash of sword & sorcery, being instead a dark fantasy with a dash of steampunk (both directions that I greatly prefer these days.)  The release schedule was crappy--by the time 3e rolled over to 3.5, there really hadn't been many more than half a dozen releases (including four from the Witchfire trilogy + Fool's Errand little inter-module mini-module.)  And then after the rollover, Privateer Press delayed their big campaign setting book even more to update it.  It ended up being split into two 400-page books.  After it came out, there were still only two (I believe) more products released for the game before it faded away and Privateer Press focused more on making their miniatures games, which actually made some significant changes to the setting, in terms of both details and tone.

Plus, as a "third party" setting, maybe it doesn't really count anyway.  Although if it doesn't, then neither does Golarion, which while of course is best known as the setting for the Pathfinder game, lets not forget that the original campaign setting book came out before the Pathfinder game and is fully compatible (and expected to be used with) D&D 3.5 rules.  Curiously, this is about as D&D-like a setting as any, yet I quite like it.  Somehow it manages to take D&D tropes and assumptions and make them work.

If you have to use an "official" setting, then Eberron is my favorite.  I really like the pulp/noir feel to the tone, and the focus on lower level characters and its de-emphasis on alignment.  I also quite liked the new races (shifters, kalashtar, etc.--I could take or leave the warforged)  I liked the emphasis on lower yet more prevalent magic, and I thought the dragonmarked feats were a nice alternative to a lot of spellcasting.  The only problem I had with Eberron really was that it was straining, it seemed, to not be D&D at all.  Rather than really embracing all the D&Disms, it felt held back by them.  If the setting had been designed as a Savage Worlds rather than D&D setting, with a few D&Disms intentionally left off all along, it would have been even better.

And finally, if settings designed for the 3.5 edition, by Wizards of the Coast, doesn't really do it for you and you believe that only settings designed for a more "traditional" ruleset, by TSR count, then I guess I'll go with Planescape.  I like that well enough, although I'd rather borrow a bunch of Planescape stuff and re-arrange it (and mix it with some other stuff, like Paizo's Distant Worlds and Malhavoc Press's Beyond Countless Doorways to have created my "Wagon Train to the Planes" game or something.  But Planescape is one of the few pseudo-Old School settings that I can actually read and feel excited about playing.  That certainly is not true for something like Greyhawk, Forgotten Realms or the Known World.

A quick shout-out to Freeport which I also quite like, but which is third party, which is technically systemless in its current iteration (although it certainly feels like D&D more than anything else).  I disqualify it for consideration based on the fact that it's not really a complete setting; it's meant to be a modular setting element that can be dropped into another setting instead.  The latest version of the book did have a little epilogue chapter that kind of added a setting, but it was really brief, and I doubt it was really meant to be used for much other than a tiny bit of background--there simply wasn't enough meat behind it for it to be anything else anyway.

In the end, using those caveats, and not counting "unofficial" settings, I guess my vote goes to Eberron.  If you can count third party settings, then I pick Iron Kingdoms, but if that's too weird and not D&D-like enough, then I pick Golarion.  But in reality, as I said, nothing beats a good homebrew.

30 Day Challenge: Day 3 - Favorite Playable class

Well, why not?  I'm behind, and I'm waiting for a conference call to start.  Rather than waste that time, I'll add another post to my 30 Day Challenge - D&D Style.  The third post in the challenge is to describe Your Favorite Class to play, and why.

I should get right out there and point out that I don't really like the spellcasting classes.  Any of 'em.  I don't like the way magic works in D&D.  I especially don't like the cleric, which is an archetype that I think fails to be archetypal.

If you get really picky, most of the classes have spellclassing.  Junior grade spellcasting classes include the paladin (a fighter/cleric hybrid), the ranger (a druid/fighter hybrid) etc.  That leaves me, using most class lists anyway (and certainly the basic ones from 3e) with the fighter, the rogue, the barbarian and the monk.  Fighters tend to be really bland, monks are loaded up with supernatural wuxia abilities, and barbarians are really quite specific.  So... the rogue?  I guess.  I like them well enough, but they kinda don't quite make it either.

Luckily, since when I play D&D I play d20 D&D (3.5) I've got a lot of options available to me.  Third party OGL publishing has made a lot of new options available.  My favorite classes tend to be alt.rangers that don't cast spells.  Since hiking is another one of my major hobbies, that probably shouldn't be surprising.  Oddly, of the myriad options to accomplish this, I'm not sure that I necessarily have a favorite.  Maybe the wildlander from Midnight?  Maybe just take the ranger as is, and apply the skirmisher archetype from Pathfinder?  Speaking of which, hybridizing Pathfinder and 3.5 classes together, or simply using Pathfinder classes (which is mostly fine in 3.5 D&D, although the results might be slightly over-powered) opens up lots of options, by making the rogue, the fighter, and many other classes much more interesting.  In fact, the Pathfinder Rogue, plus archetypes, might take the edge off of my love for alt.rangers.  But it's a close one.

30 Day Challenge: Day 2 -- Favorite playable race

Since I think the plan was to complete the 30-day challenge within September (and I didn't start until today, Sept. 9th) I thought I'd go ahead and do a few more, to get closer to "up to speed."  After all, these are all pretty easy.

The question for Day 2 is to describe your Favorite Playable Race.  And the "generic" array of D&D races includes humans, elves, dwarves, halflings, gnomes, half-elves and half-orcs (mostly.  A few different editions have a few different options.  That seems to be mosty the "classic" line-up from AD&D and 3e, and covers most of the list with the exception of 4e).  To be honest with you, I don't really like any of the classic D&D races, with the exception of human (which isn't really a D&D race, mind you.)  I'm tired of the "classic" D&D fantasy races.  There's not a single one of them that I care to play anymore, and frankly, not even a single one that I care to see put into another sourcebook.

Who do I like, though?  Clearly, I like humans, and the dominance of humanocentric fantasy in the literature makes that a compelling paradigm, but I do like some variety.  My favorites are humans--but touched with a little something-something, and my own homebrew setting works that way.  For example, the plane-touched races--aasimar, tieflings and genasi, are all quite nice, and I like what they bring to the table.  Tieflings were even introduced as a core race in 4e, although I don't really like what they did to them--I prefer tieflings as envisioned in earlier versions of the game--primarily 2e and 3e.  Shifters--from Eberron--are also nice; humans touched with just a bit of werewolf.  Like the planetouched races, they feel exotic, yet also human.  Mostly.

My DARK•HERITAGE campaign, then, has what are nominally races like this (at least in concept, if modified in name and mechanics.)  I've got fire genasi, tieflings, aasimar and shifters (and Neanderthals just for good measure.)

Of that bunch, my favorite is probably the tiefling.  It may be a bit overplayed as a planetouched race, and it may be prone to too much brooding anti-hero abuse by poor plyaers, but it's also got a lot of potential.  I tend to envision tieflings not as looking like their 4e versions, but sort of like Nightcrawler (from the X-men) with Darth Maul horns.  That also means that they'll look quite a bit like Graz'zt, as it turns out.  Cool. 

30 Day Challenge: Day 1 - How You Got Started

Another fad taking over the gamer blogosphere.  I'm gonna try it out, just because it looks easy.  There's a Dungeons & Dragons specific 30 day challenge, where you take on 30 different topics and make a blog post for them.   Because I don't really play D&D exactly per se, this is slightly off topic for me, and I've got a specific tag I've created to keep it separate from my other series.  I also make no promise that my thirty days will be consecutive--although I'll try to keep them mostly so.

The topic for Day 1, as you can see on the image, is How you got started.

I had a friend back in about 1980 or so?  Maybe even a little earlier.  I used to go over to his to "play" with him.  He was a bit spoiled (in my opinion) and had this huge collection of Star Wars toys.  Y'know, the Kenner action figures and playsets.  Since this is was prior to the release of Empire Strikes Back, it was a constrained collection, and I think his collection was pretty darn complete.  We weren't exactly collectors, though--the point of this stuff was to play with it.  Since in 1980 I would have been 8 years old, I hadn't yet outgrown that paradigm either.

I do recall one day, however, that he wasn't very interested in playing, and was trying to get me involved in this talky game he was trying to figure out how to run.  It was a disaster.  He didn't know what he was doing, and I wasn't particularly interested.  This was my first experience with D&D--with OD&D, actually.  I can't remember if it was the White Box or the Brown Box, but it was one of those.

A few years later, when the D&D fad really finally became a thing, was when I finally "got it" though.  At that time, we were into the Moldvay boxes with the Erol Otus artwork.  I still kinda like that version, although I'm not really interested in going back to old rulesets.  If I was, though, either a Moldvay or a retroclone that approximated Moldvay would be my first choice.

Back at this point (which started in fifth grade for me and carried forward through middle-school) I played off and on with a variety of different friends, and eventually we used more AD&D material as well.  I never really played a real campaign, though--it was more fiddling and short-term one-off type stuff.  But this is when I "got" the concept of the RPG and decided that it looked like fun.  I also got involved, right about this same time, with the Fighting Fantasy Gamebooks--solo RPGs, kinda, if you will.  But I was really still more on the periphery of the hobby for many years.  I didn't really buy anything, and I didn't really play consistently.  That didn't start happening until I was in college, many years later.  And it wasn't until 3rd edition came out in 2000 that I really had my first experiences with real campaigns and whatnot--you know, the way the game is "supposed" to be played.

Thursday, September 05, 2013

Iconic Dark•Heritage Characters: Tereza Alecsandrescu

Tereza grew up a ward of the Church in Sarabasca (a community not exactly known for its piousness, so the Church was often poor, underfunded, and not highly respected.)  Found on the church doorstep as a baby, the nuns there hoped that one day she would join them, but Tereza's affinities were not towards religious vows.  Rather, secular scholarship is where she excels, and what she most desires to pursue as a vocation, but this has unfortunately opened her up to knowledge that she should not know, and the restricted section of the convent's library is too often the site of her sorties into knowledge that she would be better off leaving alone.  In this sense, her curiousity is her fatal flaw, not unlike Keisa Alawasmu (another iconic character, detailed previously--check out the ICONICS tag for more info.)

However, unlike Keisa, Tereza is not an occultist, and learning to handle the powers that Mankind was Not Meant To Know is not really her goal; rather, ancient history is her passion.  There are few people in the Mezzovian Sea area who can rattle off details about ancient kingdoms and peoples than Tereza.  She also tempers her book-learning on the subject with as many in the field excursions as she can, making her something of an "adventuring archeologist" if you like (an archetype you may be familiar with from my favorite movie of all time--although Tereza is not nearly as rough and tumble and tough as Indiana Jones; she's a little more like Evelyn "Evy" Carnahan from The Mummy.)

Unbeknownst to her, however, she is the object of considerable interest to many sinister interests across the area.  She obviously looks different than the natives of Sarabasca, but she doesn't really understand the cause for that.  In reality, she is a native of Cannibal Island, and has the distinctive chalky, pale look of inhabitants from there.  Since she was raised from infancy in Sarabasca, she does not sport the tattoos, or other cultural artifacts of her heritage.  And curiously, she seems to be immune to the curse that forces her kin into cannibalism.  The cause of this is mysterious (especially to her; she doesn't even know much about Cannibal Island except for rumors anyway, and certainly doesn't suspect that her heritage is somehow associated with that benighted place.)  However, a few other cannibal cultists and other occultists of various types have started to hear rumors of her existance, which is not a situation that is likely to bode well for her.

In the various systems that I "endorse" for the game, I'd call Tereza the following:
  • In D&D (3.5) I'd call her a 5th level rogue, probably.  Her sneak attack is probably not really in line with how I envision the character although maybe it's OK to leave as is, nor is her trapfinding ability.  I'd borrow a page from Pathfinder, and swap those out, a la the archetypes which offer alternative class abilities.  The Investigator archetype is a good one for her.  None of the archetypes offer replacements for Sneak Attack (which I suppose they feel is too "core" to the concept of the Rogue) so you'll either have to house-rule your own, or just keep Sneak Attack in.  This is also true for Pathfinder, if using that system.  Her dabbling in the occult can come through the feats that give access to minor magic; maybe even going as far as a familiar!
  • In d20 Modern, I'd call her a 5th level Smart hero with the Academic Occupation.  Speaking of which, the Research talent tree would make a good substitute for Sneak Attack if applied above.  On the fly house-ruling, here we go!  Her magical dabbling is best described by using the feats, as above (which apply to both iterations of the rules.)
  • In DARK•HERITAGE HACK I see Tereza as a Thief.  Her magical dabbling comes by taking a few cross-class skills from the Sorcerer class.
  • In m20, Tereza is, again, a Rogue.  With a few ritual spells up her sleeve.

Monday, September 02, 2013

Cathulo/Dagon

Dread Cathulo, also known as Dagon, is the god of the sea in the pantheon of DARK•HERITAGE.  Not known as a friendly god, it is in fact the goal of sailors and coastal dwellers everywhere to keep this guy asleep.  His sleep is a magical sleep; and although he stirs on occasion (causing storms and waves that wreck ships and flood coastal cities) he doesn't truly wake, and is believed, in fact, to be not only asleep but bound beneath the sea in his submerged prison-city of Rillyè.

On occasion, in the legendarium of Terrasa's religion, Cathulo has awakened.  The ancient city of Arggo was destroyed by Cathulo, due to the impropriety of its rulers.  The remains of Arggo are elusive, even today--a number of desecrated and ruined landscapes on the edge of the sea are proposed as sites for the city that was destroyed so thoroughly that even identifying its ruins is difficult.

The mythology also states that Cathulo was once awake completely, and rampaged throughout the seas and coastal areas, and even far onto land, in the time before the rise of human civilization.  There, it came across another titanic being, Ubbo-Sathla, and the two of them waged terrible war across the landscape, scarring and deforming it in ways that are still visible today, uncountable eons later.  The spawn of Ubbo-Sathla, including the vile shoggoths, and the spawn of dread Cathulo warred alongside their sires, and the instinctual animosity of that ancient conflict still drives these creatures, who today are in many ways nearly mindless.  Both beings now slumber, some say recovering from the wounds they received in this titanic struggle--Ubbo-Sathla in the depths of the earth, and dread Cathulo under the sea.

In the DARK•HERITAGE setting, it is much more likely that the common man will propitiate rather than worship the gods.  It is best to divert their attention rather than call it.  To this end, most rites involving Cathulo are about keeping him asleep.  When praying for good weather for a voyage or during hurricane season, wine or other liquor is poured into the sea (or harbor) in an effort to ensure that Cathulo remains asleep.

Cathulo is the name of this god in Terrasan, but he has other names as well.  The Qazmiri know him as Dagon.  They do not believe, as do the Terrasans, that Rillyè is located in the Mezzovian Sea; rather they believe it to be in the open ocean, far from the shores of Terrasa.  They also have rumors of nations destroyed by Dagon in times gone by, similar to the story of Arggo.  Also, they have a strange tale of one Obed al-Marssa, a man who discovered a muck-covered new land which rose spontaneously from the depths of the sea.  Obed later settled in a coastal town, and brought worship of Dagon to its people.  They had a bounteous harvest from the sea as a result of their worship, but horrible things happened in the mystery cult, including coupling with inhuman creatures of the sea--debased and diminished spawn of Dagon himself.  The progeny of these unholy couplings would appear human--at first--but eventually their heritage would out itself, and they began a blasphemous transformation into inhuman Deep Ones, creatures of the sea.

Rumors of this cult of Dagon are still common among the Qazmiri, although seldom is any far-flung town actually openly accused of such heresy.  The myth of Dagon's cult has spread to Terrasan territory as well, where Dagon and Cathulo were naturally enough conflated, if in fact they weren't already the same being from the get-go.

As Dagon, he is often depicted as a bearded and crowned man with a fish's tail.  This representation has spread to Terrasa as well.  But in benighted and forbidden texts, such as Prophecies of the Daemon-sultan, The Book of the Black Prince, The Book of Eibon, The Eltdown Shards, and others, he is described as a monstrous creature of the sea, with razor-sharp teeth as found only on bizarre and hideous deep-sea fish like dragonfish or anglers, clawed hands, an only vaguely anthropomorphic body and head, a long tail, and many, writhing tentacles.  He has a few other names, in the local languages--Ketos in the ancient Terrasan, Kraken in balshatoi, and even Leviathan in the vernacular of many areas.

Thursday, August 29, 2013

A few m20 revisions

So, for "my m20" houserules, I adopted most of the spells and whatnot from Microlite74.  Microlite74 was, naturally, designed to "feel like" 0e style D&D, although utilizing a minimalist interpretation of d20.  I don't know that the differences are really all that major between Microlite74 and other Microlite fantasy games (in fact, I'd argue that they are not) but I was, at least, not terribly thrilled that my magic system for DARK•HERITAGE felt like the magic system for D&D, which is mostly did.

So, I've tweaked it ever so slightly.

First off, it's not my intention that the game should ever be played beyond 10th level.  Because of this, I've only made available up to 5th level spells normally.  As in the rest of the microlite family, there isn't any "fire and forget" or spell-slot type mechanism; it costs you hit points (that can't be healed magically) to cast spells, which naturally limit your ability to continue casting ad nauseum but which feels much more "naturalistic" than spell slots, which always felt really arbitrary and weird.  In addition to not having spells over 5th level, I also trimmed the spell list just a bit for spells that just didn't feel right for my game.

In reviews (and after a glance at the rules I agree that this is most likely true), the sorcerer is probably too powerful.  Lacking many of the "lows" of typical d20 magic-using classes, like low BAB or low hit points, but still having access to potent spells with the relatively "cheap" cost of taking a few points of hit point damage when casting them, this was neither balanced, nor did it fit with the tone of my setting.

Also, the spells were so recognizably D&D spells, that they would never feel like anything other than D&D anyway.

So... a few things needed fixing.  First off, casting spells also comes with a risk of taking damage to your MND score.  This approximates the sanity cost that spellcasters would incur in a game like d20 Call of Cthulhu--right up my alley.  Secondly, I only took the magic-user class and the arcane spell list; there's no such thing as divine magic or clerics (either with another name or not) in my world.  Thirdly, if you roll a natural 1 on your "save" to avoid taking the MND damage, you attract the attention of 1d3 hounds of Tindalos with your bumbling meddling with the forces that separate the Realms (by metaphysical theory, magic is taking energy from one realm, or from the space between realms, and using that energy to create an effect that is out of whack with natural law within the realm in which you cast it.)  Casting a spell, taking both hit point and MND damage and then having hounds of Tindalos show up to attack you makes using magic a risky affair--again, exactly in line with the tone of my setting in which the supernatural is fundamentally an unnatural and dangerous thing.

Then, I also used the ritual magic rules, which are in one of the versions of Microlite74 anyway, to bring some spells back.  I have a truncated list of higher level spells which can only be cast as rituals.  You can also cast any spell on the spell list, even if it's not in your repertoire, assuming you have a copy of the ritual requirements, as a ritual.  Rituals are even more dangerous (in many ways) than regular spells, and they take a lot longer.  You can, however, spread the risk around and mitigate it by casting it as a coven, or with a partner or two.

Finally, I renamed all of the spells, even though I did very little to change their effects.  Even though the game rules may be the same, casting magic missile feels like D&D, while casting withering of the Haunter does not.

T is for the Tether

Deep in the wilderness territory that once made up the Baal Hamazi empire is the Tether.  Located in a thickly wooded hanging valley on the edge of the Kindattu Mountains, overloooking the much drier grasslands of the Hallashu Basin, the Tether is not a destination for many.  Too far away, and bounded by mountains that are difficult to cross, or a vast savanna where the availability of water is uncertain, the large hanging valley is also infamous for its savage tribes of head-hunting and man-eating changelings; the most barbaric and violent enclave of a race that is not known for its peaceful interactions with others in most cases.  In this case, the Hallashu changelings, as they are sometimes called, make even the dangerous woses of the Shifting Forest seem tame.  Legend holds that the curse of lycanthropy itself originated in this very hanging valley (called the Wose Basin) and that even today genuine werewolves sometimes lead hunting bands of woses.

Despite this, sometimes people do want to reach the Wose Basin, to see the Tether.  The Tether is the unofficial name for a large city built on a floating rock.  It is believed that the city itself would float completely away except that it is tethered (hence the name) by four gigantic chains that are rooted in the bedrock of the mountains.  Nobody except legendary, or at least semi-legendary, characters have ever managed to climb the chains to reach the city, so nobody is for sure who lives in it.  It is apparent that someone does, as occasionally litter falls from the waterfalls that course off the floating rock, and lights can be seen in the windows at night.  Occasionally sounds, as of celebrations or clashes of arms can be heard from high above.

The inhabitants of the Tether interact very little with the world below, although clearly they can see it and know of some of the other nearby cities amongst the hamazin and elsewhere.  The city is known to them as Mael Aaru.  About 2,000 individuals live there.  A few of them are regular humans, although it is unknown of what original racial stock they originate, or how they got on the city.  There is also a very small number of embodied spirits of various types, who call themselves either angels or djinn.  The majority of the inhabitants are mostly human, with a touch of angelic or djinnic blood in them (i.e., nephilim.)

In reality, the inhabitants of Mael Aaru interact much more with various inhabitants of beings who live in "Nearby Outside"; i.e., in otherworldly realms that are similar in many ways to the world itself, and populated by creatures that are not terribly alien.  This cosmology is too complicated to be summarized too quickly here (besides, it surely deserves its own post at some future point, assuming I get around to defining it--in reality, DARK•HERITAGE is not meant to be a "planes-hopping" setting anyway.) King Semyaza of Mael Aaru self-identifies as an angel, although he is extremely lustful and cruel in his personal life, if not necessarily to his subjects overall.  He maintains relationships with other polities from the Near Realms, such as the City of Brass.  Because of his, the Tether is a fairly cosmopolitan place, and can be a nexus by which Outsiders from the Near Realms make their way into the world--much as the Plateau of Leng is a nexus by which much more alien Outsiders from the Far Realms make their way into the world.

Despite the fact that Outsiders from the Near Realms are less alien than some Outsiders, they are not often friendly to humanity or their closely related sister-races, such as woses, neanderthals, hellspawn or jann.  In reality, the Tether, if one were to make their way up the chains to the city, is not a hospitable or safe place for any mortal of any kind except perhaps those who are native to it and know how to navigate its intricacies.  On very rare occasions, semi-legendary heroes have climbed the chains, and even more rarely won the favor of a citizen of Mael Aaru and been allowed to stay, or travel from there to the Near Realms.  Powerful sorcerers occasionally frequent its streets, but as they are equally strange, nearly inhuman due to their exposure to eldritch witchery, and able to hold their own against powerful deity-like entities, they don't really count.  It is rumored that the Heresiarchy meet on occasion for conference on Mael Aaru.

Tuesday, August 27, 2013

Primeval Thule vs. Dark•Heritage

Well, since discovering the Primeval Thule website (admittedly, a little belatedly.  The Kickstarter's long gone.  I guess I just don't pay attention to RPG biz news anymore.) I've been giving some thought to how it compares (and contrasts) with my own setting, since they're built on somewhat similar conceits.

Primeval Thule is built firmly on an old-fashioned sword & sorcery take on the genre, with an emphasis on the Lovecraftian.  As I've said before (in fact, on my own take on the definition of SWORD & SANITY which is maybe a little cheeky of me, since I didn't coin the phrase) sword & sorcery already comes with a hefty dose of Lovecraftiana, or Yog-Sothothery as it's often called.  The original writers of the genre were firmly in Lovecraft's Weird Tales inner circle; Lovecraft, Howard, and Smith were all amongst the "Three Musketeers" of Weird Tales, and were good friends, and while they all had their own personal takes on things, they also purposefully worked in the same ouvre, and borrowed liberally from each other.  That said, as sword & sorcery evolved, its focus on Yog-Sothothery waned; even later writers of Conan, for instance, didn't really get it.  Later writers of other characters either purposefully eschewed that aspect of the genre, or didn't understand it.  In that sense, the SWORD & SANITY label remains useful, because it refers to work that emphasize the Yog-Sothothery, rather than minimalize or eliminate it.  Now, DARK•HERITAGE, keep in mind, is not necessarily built on a sword & sorcery chassis to begin with, as Primeval Thule clearly is.  Rather, DARK•HERITAGE freely borrows elements from all kinds of adventure tales--old-fashioned westerns, swashbuckling pirate stories a la Rafael Sabatini, hard-boiled or even noir crime stories--and, of course, Yog-Sothothery.  Why it "counts" as fantasy is because I've made a regular "secondary world" fantasy setting, complete with exotic races and everything.  It just doesn't have the pseudo-Medieval or pseudo-sword & sandal feel to it that most fantasy does.

So, that introduction out of the way, let's make some specific comparisons.  There are two pages on the Primeval Thule website that are useful for this, because they summarize the setting.  First, Primeval Thule in seven sentences, and then also sword & sorcery or D&D?  The latter is more about contrasting sword & sorcery to D&D as it's become, which is still useful, because of course most gamers are more familiar with D&D than with any other mode of fantasy.  But both pages give me a format I can mimic to compare and contrast Primeval Thule with DARK•HERITAGE and by doing so, help better define what I think SWORD & SANITY really is.

First, "Thule is barbaric."  Savage tribes, and Bronze Age-like cities are an important part of the sword & sandal feel that created the first sword & sorcery stories.  This is true in some senses for my setting, but not in others.  Savage tribes of barbarians are certainly important, but DARK•HERITAGE doesn't feature cities that reinforce that First Civilization feel; rather, its cities are old, decadent and baroque.  Characters don't wear loinclothes and sandals as they explore the wilderness; they're more likely to be in buckskin and fur caps. 

Next, "The Wilderness is Savage and Spectacular."  Yes, indeed.  One of the conceits of my setting is that it features Pleistocene megafauna, that is, animals like you'd find on Stone Age cave paintings in Europe, or dug out of the tar pits at La Brea.  The Wilderness is like the Old West in some ways, and like a safari in Africa on steroids in others.

"Cities are Wicked Places."  I also agree strongly with this in my own setting.  I've said many times before that every city in DARK•HERITAGE  is by default, a "wretched hive of scum and villainy."  That has not changed, and will not.  I prefer that corruption to be just below the surface, rather than overt--a convention that I probably got from noir type stories.  Organized crime, piracy, dangerous cults, corrupt leadership--these are all daily facets of life in my setting.  But the inhabitants of the city at least put on a show of being civilized.  They're not so brazen as to openly claim to be party to the iniquity, because it's still unacceptable to get caught red-handed involved with it.

"The World is Mysterious."  Yeah, geographical knowledge is relatively scarce, and there's a lot of odd things in far corners of the setting (which, lets not forget, is hardly the entire surface of my planet.  I've mapped out an area that's maybe roughly equivalent in square mileage to the lower 48 states or Europe (which, for the curious, are about 3.1 million square miles and 3.9 million square miles, respectively.)  Even in relatively well-known areas, there are lots of broad expanses of wilderness, and who knows what's hiding in it.  Some of this is because the great "empires" of the age have fallen into disrepair.  Loose connections along thin ribbons of road or caravan route connect the cities, which are often islands under seige, surrounded by barbarism.

"Magic is a secret Man Was Not Meant To Know."  While my current m20 set of rules doesn't necessarily punish spellcasters too much, and it hews a bit closer in mechanics to D&D than I'd like in many ways, magic is still a perilous endeavor to undertake in DARK•HERITAGE and as in Primeval Thule, sorcerers are feared and shunned.  Magic is not, fundamentally, a human endeavor, and the human mind is poorly equipped to handle it.  The secrets of magic were almost certainly stolen from... something else.  Something inhuman.  And powerful sorcerers, the real movers and shakers of magic, are more like the Ten Who Were Taken (from The Black Company) then thay are like Gandalf or Merlin.

"Ancient Evils Threaten to Destroy Humankind."  Yes, this is the crux of Yog-Sothothery.  If neither of our settings featured this, they'd be hard pressed to claim any kind of link to Lovecraft, wouldn't they?

"Thule is a world of adventurers, not heroes."  I've long made a similar claim about my setting; I almost prefer amoral, mercenary, freebooter types of characters to a goody-two-shoes "hero."  This is, of course, totally in line with the old sword & sorcery stories, where Conan, Fafhrd, the Gray Mouser, and others were pretty rough around the edges, although basically honorable.  Other characters like Kane, Cugel and more were even worse.  But they were always entertaining!

In comparison to high fantasy, which has suffused D&D in many ways, the Primeval Thule people consider sword & sorcery to be more action driven.  This is, as they point out, also a feature of D&D, which was always a hybrid of sword & sorcery, high fantasy, and a number of other things as well anyway.  Now, I certainly like action as much as the next guy, and I'm not going to say that DARK•HERITAGE is lacking in action, but my setting, on the other hand, does overtly feature a lot of horror elements--and not just in terms of having horror monsters for you to shout huzzah at and go beat up with your sword.  In terms of pacing, in terms of tone, and even in terms of what you should expect to do (after all, running in fear for your life is also action, if not quite as heroic as standing to die horribly at the claws of some kind of elder evil) I think there's a difference between how I expect the game to feel compared to either D&D or sword & sorcery.

Sword & sorcery, unlike many D&D games, doesn't really feature earth-shattering threats on a daily basis.  Not every game is about saving the world from the Dark Lord.  These are features of high fantasy, and neither sword & sorcery nor sword & sanity should see that as the default mode.

In comparison to D&D, sword and sorcery (and sword & sanity) is relatively low magic.  Now, this means a few things.  The Primeval Thule folks created four separate bullet points as sub-headings of this category of description.  I think all are interesting:

First, it's humanocentric.  There are fewer non-humans, and they will be less fantastic in many ways.  In fact, most sword & sorcery is completely  humanocentric to the point where non-humans are just monsters, not potential player character races at all.  In PT, this means that they've still gone with the high-fantasy influenced races (elves, dwarves, etc.) but "savaged" them up a bit, and made them rarer.  I, on the  other hand, have completely disregarded the "typical" fantasy races, in favor of a collection of fantasy races that mostly consisted of human bloodlines that have been altered, or perhaps even cursed, into something a little more exotic.  Many folks complain about science fiction and fantasy aliens (or races) just being men in funny suits, but in my case, that's exactly what they are; men who were cursed or altered which brings out some of their human characteristics in sharp relief.

As in Primeval Thule, spellcasters are rare and not-trusted.  That doesn't mean players can't play them, but it does mean that they won't find a lot of NPC sorcerers around, and if they do, they will likely be rivals, opponents, or at best, folks who are completely uninterested in interacting with the PCs in any kind of friendly way at all.

There is also no magic item market.  You don't buy and sell magic items.  They are rare and mysterious, and if you find one at all, you'll probably use it forever.  I don't even anticipate that magic items play an important role in any DARK•HERITAGE game except as plot devices.  After all, magic items is also synonymous with "cursed item" in most respects.  Magic isn't every something that one uses lightly.

The last point they highlight as "Monsters, not ecology."  This is, no doubt, a reference to a popular set of articles in the old Dragon magazine called "Ecology of the..." followed by some D&D monster.  As in Thule, in the land of the Three Empires, monsters are more likely to be almost singular rather than members of a species.  They don't have ecologies, they're monsters.  Remember: DARK•HERITAGE is as much informed by horror conventions as by fantasy ones.  If you meet a monster of any kind, it should be very memorable.  Monsters are never random encounters; the occurance of one is the subject of an entire module worth of trouble for the PCs.

In summary, I found a lot of elements of commonality between Primeval Thule and my setting; but many of them were not as marked as I thought they would be.  Primeval Thule is sword & sanity in the sense that it's seeking to restore D&D to its sword & sorcery roots, Yog-Sothothery and all.  It feels, in fact, very highly informed specifcally by Clark Ashton Smith and his Hyperborea Cycle (although other elements of pulpish sword & sorcery are evident, and it is, of course, an original setting.)  It's "old school" in a sense that even the oldest version of D&D never was, since D&D was written after fantasy had matured and evolved quite a bit from its sword & sorcery roots, and has done so even more since 1974.

DARK•HERITAGE, on the other hand, often has similarities that are superficial, and come from a different place, even though they might seem to bear a close resemblance to sword & sorcery.  Taking a more amoral, noir-ish approach, focusing on the horror aspects even more than the fantasy aspects, and grafting in genre conventions that aren't even associated with fantasy as its typically known today at all, make DARK•HERITAGE a perhaps even more unfamiliar place, at least to those who don't stray far from fantasy normally.  Much of what is common between my setting and PT is based on our shared emphasis on Yog-Sothothery and Lovecraftiana.

As an aside, for that illustration, from the PT website, I sure hope that guy isn't going commando under that loincloth...

Monday, August 26, 2013

Sword & Sanity go big time!

Well, well, well... quite by coincidence, I came across this nice little site and recently funded kickstarter: Primeval Thule, a setting (for multiple systems) that perfectly encapsulates the concept of SWORD & SANITY, but rather than being a fan or OSR or whatever type project, it's a "real" project by folks who are well-known game designers.

http://www.sasquatchgamestudio.com/

Just to make sure I hit all the bases, I have to link this.

m20 Dark•Heritage

After spending a fair bit of time on it, I've taken my posts on m20 and created an entirely complete, fully ready to play game from them using the m20 chassis.

Many of the actual m20 documents are not really written in such a way that they're "complete"--rather, they're complete if you can fill in the gaps on what this means because you have prior experience with playing d20, the more complex parent of m20.

Although I don't anticipate that I'll actually have any non-d20 veterans that will play my DH m20, I've still written it in such a way that it's a "complete" game by my reckoning--including, having a decent list of spells and monsters, and my own custom character sheet (don't get excited; it's not that big a deal.)  Those items take up about a third of the document.  With a page dedicated to a cover sheet, one for an "Author's Note", one for the OGL (in fairly small font) and one for the character sheet, this is really quite a compact game.  Keep in mind that the original D&D Basic set was 48 pages, and the Moldvay set (where I came on the scene, and widely regarded as one of the best-written of the first generation of D&D games) was 64.

Now, I'm not really an OSR type of guy, and it's not my intention to create a game that feels "Old School".  There's some discussion from out there on the internet that says "Old School" is light rules and fast and loose style, while "Modern Games" are heavily loaded up with tons of rules and detail.  This is frankly preposterous, and only holds true if you assume that gaming is D&D (and games that spun off of the OGL) and ignore everything else going on in the entire RPG industry.  AD&D is demonstrably "Old School" and demonstrably complex and complicated.  Other game systems, such as FATE are demonstrably modern and demonstrably rules light and fast and loose in structure.  To give just a few examples.

Rather, this is an attempt, made by me (and by my predecessors who have worked on the m20 systems already extant) to take a d20 game, and make it easier, less complex, and less complicated.  It's not really meant to feel too much like D&D, although for simplicity's sake, I've used D&D spells, more or less.  This will make it feel more like D&D (at least in some ways), but the other changes to the system will hopefully make it feel significantly less so.  

Because the state of the Microlite74 was more conducive to being modified than "basic" m20, I've used a lot of text (particularly spells and monsters) from that game rather than from "basic" m20.  This will also drive some very superficial resemblances to OSR type games, since Microlite74 was specifically meant to be a way of using m20 to mimic OD&D (or perhaps OD&D's retro-clone Swords & Wizardry.)  Despite this, I believe these similarities to be more superficial rather than meaningful and significant.

Anyway, here's the m20 document, in full.  The entire thing, including character sheet, cover page, OGL and everything else is 27 pages.

Friday, August 23, 2013

Publishing

Fascinating commentary on the state of book publishing right here.  Personally, I don't think I've bought more than a dozen regular "narrative reading" books in a brick-n-mortar bookstore in the last ten years (and most of those were in one fell swoop when I burned through a gift card.)  Otherwise, I'm all Amazon all the time.

And I am a very late adopter of ebooks.  I still don't really do them much, and I don't have a dedicated device for them.  But the writing is on the wall for bookstores (heck; that writing was on the wall 10-15 years ago.  Now everybody's moved past it already.)  The writing is on the wall for traditional publishing houses.  Turns out, hey!  People don't like elitist gatekeepers enriching themselves while limiting supply.  With no need to work through the gatekeepers anymore, the only thing keeping them running is inertia.  I'll probably run them on for a few more years.  Maybe even a decade or two.  But at some point, it'll be obvious that the value they provide to customers and writers both is negligible.  And who wants to pay someone a bunch of money for negligible return?

Wrtiers will increasinly be self-promoting via the internet, and will reach their market on their own merits, and may, in fact, quickly become mostly self-published.  This will not only benefit the writer when the customer base finally is completely on board, but will also greatly benefit the customer, who will have much more selection and much more choice.

In theory, the publishers could make the argument that they do provide a service, to me the customer, by filtering poor manuscripts, and providing editing and polishing work (as well as snazzy cover art, which let's face it--I still like.)  But in reality, I'm not thrilled with their service, I think it poorly serves me, and it generally adds little to no value to me.  I've read far too many piss-poor novels that were published to suspect that the ones that aren't are really even worse.  Plus, almost every author has a story of being rejected multiple times before finally finding a publisher who goes on to make a killing with their story.  The idea that publishers are actually effective filters for customers is proveably false.

On the other hand, I do buy a fair bit of books from stores that are not bookstores per se.  I buy many of my gaming books from a game store, for instance.  I buy Boy Scout books from a hobby/hardware store.  I buy model railroading books (on occasion; that's just an armchair hobby for me, I'm not really a model railroader) from a hobby shop.  For those kinds of markets, traditional publishing still has a potentially rosy future, and the article linked above seems to suggest that as well.

But frankly, I don't even buy that many books anyway, compared to how many I read.  Thank you, public library.

Thursday, August 22, 2013

Can't... post... comment...

EDIT:  Whoops!  Linked the wrong post from the blog...  Fixed now.

I tried to comment on a blog post that I got led to via some link or other.  For some reason, my comment didn't take.  But since I had spent a good 15-20 minutes composing it, I didn't want it to go to waste.  Here it is in full.  And here's the post I was responding to...

Meh.  If not the original post, then a great deal of the comments are putting the cart way before the horse.  Ideally, the politics of writers (and musicians, and comedians, and actors, and every other type of entertainer) shouldn't matter, because they should be quiet enough in the background, and they shouldn't so blatantly inform their work, that it doesn't matter.  Going out of my way to inform myself on artists political or social opinions so I can decide who not to patronize seems more likely to hurt me than them. 
And for those artists who do come out publicly, and who do let their worldview slant their writing so much so that it taints their work, I'm clearly not going to keep patronizing their work, nor will I review it kindly, because ham-handed messaging in a work of entertainment is... not entertaining. 
I actually find this nearly as true for writers on the right as much as I do for writers on the left, when their social and political views are really on their sleeve in their work.  
When they're more subtle, on the other hand, I prefer writers who I agree with. 
So, with the case of Joss Whedon (one of the most over-rated artists of our time) I'm certainly not going to miss the next Avengers movie, because I loved the first one, and I can always choose not to go to conventions where he's speaking, or at least not go to his workshops, or watch them on youtube, or read transcripts of them.  Because I don't want to.  Why go out of my way to discover what a commie-pinko jerk he is, if he goes out of his way to tone it down in his movie? 
When he makes another plodding, whiny, overtly feminist TV series that I already know is going to suck just because he's involved with it, and will most likely be cancelled before the first season is over anyway, because everyone will know it will suck, then I'll avoid it. 
Ellen DeGeneres learned this lesson the hard way; her first show, which at one point was apolitical and had no social messaging to speak of, was wildly successful once upon a time.  When they hyped her coming out, it was a big event.  In the wake of that, when the show became all gay all the time, nobody wanted to watch it, and it quickly got cancelled. 
When she came back to TV, she kept her social views and political views, and personal life, for that matter, mostly to herself.  Viola! Turns out she remembered how to be funny and charming again, and people would watch her. 
Rosie O'Donnell essentially killed her career for the same reason; one too many flip-outs about far left issues that made her look like some kind of lunatic, and then nobody wanted to watch her anymore because doing so was painfully annoying. 
Except in niche markets, in which case, sure; pander to a social and/or political niche all you want; that's the whole point, the system more or less works already.  More or less. 
I do think "pimping" genre books that are Right-wing friendly isn't a bad idea, though--as long as the books are reasonably entertaining.  I do admit, that's part of the reason I got into Larry [Correia]'s work in the first place, and I stayed because I think he's a reasonably good author.  I also like Jim Butcher because, although Harry Dresden epitomizes (at least in a few respects) some left-wing garbage from time to time, by and large the Dresden files are friendly to Christians, and people with good old-fashioned beliefs.  Butcher might be as communist as they come, but you don't know it from reading the Dresden Files, because it's about an entrepreneur who has a middlin' successful business, and keeps at it, and works hard, and eventually "graduates" into the big time, so to speak.  It takes elements of Judeo-Christian folklore ("angelology", mostly) and doesn't use it to subtly or not so subtly dig at Christians.  Many of the supporting characters, who are painted extremely sympathetically, are classic, conservative, Christian type characters, including Murphy, Forsythe, Michael, etc. 
And I'm sure left-wing readers also read those books and find much that supports (or at least doesn't contradict) their worldview too.  Is it really so much to expect that by and large the biggest successes will be the ones who don't get all smug, pretentious, holier than thou, ham-fisted message-fest on us in our entertainment?  I don't think so.  And mostly, that seems to be the case. 
You can also witness the spectacular failures of left-wing progaganda filled The Lone Ranger, Elysium, White House Down, The Purge, etc. 
As an aside, E. E. Knight--I have no idea if he's conservative or not, but it seems like his Vampire Earth post-apocalyptic novels have a background Conservative viewpoint as a chassis that supports the stories, so I suspect that he is.  Even if he does live somewhere in the Chicago area. 
As a second aside, I think feminism is one of the most corrosive and toxic agendas ever to hit our culture.  I still like a good kick-ass hot chick as an action star.  They're sexy.  And unless you think the ancient Greeks and the ancient Egyptians (and even the Vikings) were a bunch of male feminist losers, you're hard pressed to claim that the archetype has to belong to feminism.  It's all in how its presented.

Friday, August 16, 2013

R is for Rumors

Porto Liure is one of the signature towns of the DARK•HERITAGE setting, and I envision many if not most of my potential games will take place there.  It is also extremely cosmopolitan, being both a destination and a refuge for all kinds of folks from all over the region, due to its policy of not asking many questions.

The following are rumors that can be heard in and around Porto Liure, and (mostly) have to do with local affairs, although some really bizarre expatriate rumors do make the rounds from time to time.  The truth of most of these will have to reside with the discretion of any particular game master (although for my money, most of them are mostly true.  Mostly.)

When (or if) players are specifically looking to hear rumors, or if they're in a position where they might, feel free to use this table.  Roll 1d20 as many times as you need to determine which rumors they will be hearing.
  1. Baronette Montazin de Galard is a witch, and has designs on the Lord's throne.
  2. One of the guards at the Lord's palace is a spy for a band of pirates.
  3. The Lord's chief contender for the title of Lord-Consort, Segnore Bonolva, is land-poor and his family is nearly penniless.
  4. The Lord's chief contender fo the title of Lord-Consort, Segnore Bonolva is immensely wealthy, with an unguarded fortune tucked away in the cellars of his house here in town.
  5. The owners of the Dog & Drake tavern are former assassins, and still have connections if you need to hire one.
  6. The clergy at the cathedral in Low Tide plaza have been infiltrated by demon-worshippers.
  7. A guard at a warehouse in Foghorn Park dropped dead a few days ago during a scuffle in a tavern with two local, well-known ne'er-do-wells.  But... I saw the guard again the next day, and the bodies of the two scalawags were found on the edge of town, slashed and burned to death!
  8. I once saw a butcher in Qazmir Park fire a shower of flame out of his hand right into a thief's face!  The poor ruffian fell over into the street, dead.
  9. A child was bitten and killed by a gigantic rat near the well in the center of the square in White Stones.
  10. The Emperor in Terrasa is really a vampire, in thrall to overlords from Tarush Noptii.
  11. I once saw what looked like a walking, talking human skeleton down by the docks, directing the unloading of a casket that looked suspiciously like a coffin!
  12. This town isn't nicknamed the Port of Ghosts for nothing!  Beware the ghost of Black Maria, the drawn and quartered daughter-in-law of Jacobo Bernat, the founder of the city.
  13. The dead walk the land near Rocky Hill, outside of town.
  14. I have seen the archbishop of Terrasa come to town himself on occasion!  I don't know why he'd be in Porto Liure.  He was traveling incognito, but when he saw me looking, he covered his face and gestured to his plain-clothes guards.  I beat it quick before they could rough me up.
  15. Something weird is going on up north.  Refugees from the far northern cities of the old Baal Hamazi lands have been fleeing southwards.
  16. The Condor Cliffs is a haven for bandits.  Watch yourself in the woods outside of town.
  17. The woods around Bald Top Hill is a common camp ground for folks who prefer the woods and are not bandits.
  18. There is a pack of fierce, hyena-like animals with dark fur and glowing red eyes that wander the woods to the south of town.
  19. I couldn't believe my eyes.  There he was; larger than life--Dog, drinking from a stream, near the Rockswaddles.  Then he sauntered into a small, hidden defile in the rocks, and disappeared.  I think it might be his mysterious den!
  20. The banks of Pebble Creek is a safe place to make camp if you're ever in the area on the island, outside of town.

Monday, August 12, 2013

Cover art

I’ve said before that DARK•HERITAGE is an odd combination of a number of facets, and a number of genres and a number of tones. While it’s clearly a dark fantasy setting, dark fantasy can be a number of different things, and have a number of different “shades” if you will. One “shade” as an overly, or filter, if you will, of noir over the dark fantasy. Another is an overly of the Golden Age of Piracy, a third is Arabian Nights romanticized Orientalism, and a last is classic Westerns. Those Western and Noir shades come with a tinge, if you will, of steampunk, almost by default. I’m OK with this; while I’m not really (at all) into the steampunk subculture, the rather vaguish steampunk themes in early Iron Kingdoms D&D material were influential in encouraging me to continue to wander afield from “classic” fantasy as my ennui with the genre was developing, but I still wasn’t quite sure what to do about it. Earlier versions of the setting were more overtly steampunk than the version that exists today, where any steampunk elements are exceedingly (and deliberately) vague and rare.

Part of what brings this up is my growing motivation to continue work on my long-suffering novel attempt. Perhaps I should just write the darn thing and then worry about what to do with it, but I’ve been very interested following the career of successful self-published authors who have avoided using “the system” and published their novels as ebooks, without much of the hassle, and with greater control over the finalized project. Some of these guys have been successful enough that major book publishers have then come to them as cold-calls and reissued their books as regular books again. Not saying I expect that to happen to me (although wouldn’t that sure be nice?)

In thinking about what kind of cover art I could get on the (extremely) cheap to use as on a self-published work, I’m leaning towards the following. Dress up my teenaged son, who’s a lot better looking than I am, in a kind of pseudo fantasy/cowboy/steampunk get-up (or at least his top half), take a bust shot, Photoshop that in front of a landscape picture of my own taking of the American southwest (like somewhere in Big Bend or Arches National Parks, since I have some decent and recent pictures of those areas, then sepia tone the whole thing, and add some noise to make it look like a grainy old photo. If I have my son grow a scraggly week or so of Indiana Jonesish scruff, or the best he can do, anyway (he’s only 17) he’d be a close enough approximation of one of my main characters. Maybe a little on the young side, but anywhere from late teens to mid twenties all look about the same, right? Close enough, especially if the image is later manipulated with some grainy noise and color-toning.

My only concern is that rather than looking like a Larry Rostant cover for a good buddy comedy dark fantasy weirdo hybrid, it’ll look like the cover for some kind of really cheap romance novel in fantasy/steampunk drag. But that’s the risk I take for doing this on my own on the cheap. If I were a little bit better artist in my own right, I’d try to paint my own cover, but that’d just end up being embarrassing.