Showing posts with label pulp. Show all posts
Showing posts with label pulp. Show all posts

Saturday, May 22, 2021

Killing Gods, Part 1

The other day, in the comments on my Whimsy Addendum, I decried a trend I've seen in a lot of adventure material recently, which is: players encountering (and fighting with) "gods." Part of my annoyance has been with regard to overuse of the scenario (welp, here's another adventure where the main antagonist is a fallen deity...) and part of it has stemmed from the execution: how such encounters are portrayed and used in these adventures. 

And the good Prince of Nothing took umbrage and issued me a challenge, writing:
I think if you could manage to distill the right approach to portraying S&S style deities in DnD, complete with a few examples, you'd be doing the OSR a huge favor.
Wait...what? This is on me?

Set aside from the moment any notion of me doing the OSR "favors" (ridiculous to think they'd take any advice from me, even if I wanted to give it!)...what the hell qualifies me as the authority and resource for this particular subject? I'm just a blogger that runs his mouth...er, keypad...a bit too much with long-winded meanderings. 

On the other hand, I have fought a god or two.

*sigh* Challenge accepted. 

I'd like to first start out with a discussion of the inspiration behind this particular idea, this claim that it is O So Very Sword & Sorcery for grungy, pulp heroes to be going toe-to-toe with gods and godlings. So let's crack out our fantasy literature and take a look. Never mind that these are stories, not games...we understand that these stories are the impetus and foundational pieces for Dungeons & Dragons play. And it's always useful to have a firm handle on one's source material.

First up, everyone's favorite barbarian: Conan. One gets the impression that the gods of Howard's Hyborian age are fairly mortal (much like the Norse gods)...if Conan stuck Crom with 3' of  good, Hyrkanian steel, he'd probably die. However, we never encounter Crom in Howard's stories, perhaps because Crom is an actual deity. Conan kills some godlike frost giants, an ancient "god in a bowl" (appears to be a naga, much like the one in module N1), and an alien time-traveller that resembles a small elephant. These aren't gods: they're monsters. In the bluntest of D&D terms, they are meant to be slain and looted. 

Elric gets prepared to
throw down with the
god of lizards.
Next up, we'll look at Moorcock's albino sorcerer, Elric. He fights all sorts of gods. The "Burning God." Balo the Jester of Chaos. In the end, he is responsible for the death of ALL the chaos lords (gods) including his own patron, Arioch. Except that, actually, he's not doing the killing. It's his Most-Powerful-Artifact-Weapon-In-The-Multiverse (Stormbringer) that is doing the actual soul-sucking, not Elric. In the final battle he does a one-shot spell that summons a multitude of Stormbringers (Stormbringer has siblings), and they fly around killing all the gods. Stormbringer, as an artifact, was forged to slay gods (and to "keep in check" higher powers). It's a plot point of the books. Do your D&D characters carry such an artifact weapon? 

Okay, Fafhrd and Gray Mouser. Haven't read as much of them as I'd have liked, but I can't remember them KILLING any gods. Running afoul of them, getting mixed up with them, fleeing their wrath or being cursed by them...sure, all that. But mortal combat (i.e. the hit point draining kind)? No, I don't think so.

Karl Wagner's Kane...well, I've only had the chance to read Bloodstone, and it's been a while. If memory serves, Kane "kills" a super computer masquerading as a deity. Machines break...they are mundane/mortal, not supernatural. Maybe. I get a little depressed thinking about Wagner; he died so young (age 48, alcoholism). 

I don't remember any hero versus god action in Clark Ashton Smith, but I probably haven't read enough of him. I have C.L. Moore's Jirel of Joiry ordered from Amazon, so apologies if she kills a bunch of godlings and I failed to mention it...haven't yet had the chance to read her stories.

H.P. Lovecraft isn't really an S&S writer, but there's no denying his writing's had an impact on D&D and many OSR offerings. Lots of extreme, alien gods walking amongst men in HPL's stuff. But people don't fight them. They get killed and eaten by them, or possessed, or driven insane. It's not really mano-a-mano. Well, except for a certain Norwegian sailor, who's ship-to-kaiju combat was absolutely NOT stolen by Disney for the climactic battle in The Little Mermaid against the giant octopoid entity. Nope, no way...that scene is straight out of Hans Christian Andersen. Regardless, it's one exception to a multitude of non-combats.

How about non-S&S literature...say, Tolkien's Sauron and all his knockoffs (Donaldson's "Lord Foul," whatever the hell Terry Brooks and Robert Jordan use, etc.). They're "gods" right? And the good guys fight and defeat them?

Well, no. At least in Lord of the Rings, Sauron is never confronted directly, and he's not killed so much as "dispersed" by the Ring's destruction. But perhaps he could have been, when he was mortal. Morgoth was wounded by Feanor with a mortal weapon, after all (elf weapons in Tolkien aren't, strictly speaking, "magical" but, rather, gear of exceptional craft). If he could wound Satan with nothing more than courage and a well-made blade what could the elf lord have done with a typical D&D magic weapon...something invested with supernatural power by a wizard?

Pullman's His Dark Materials (in which a couple kids kill old man God) hardly bears mentioning; not really the same genre. Neither is Piers Anthony's "Immortal Incarnate" series. Dragonlance I'll discuss when I talk about god-fighting in gaming proper. Probably I'm leaving out some (or a lot) of stuff, but I just don't read much fantasy anymore. And, anyway, one would think that "Awesome Confrontations Between Man and Godlike Being" would kind of stand out in Ye Old Memory. I used to read a lot of fantasy, and there ain't much popping up there.

SO...from whence this desire (in D&D) to fight/kill gods?

Just what are these "gods" in fantasy literature? I mean there's GOD, of course (omnipotent, omniscient, unknowable, and unavailable...more a force/influence than a being). Then there are 'the gods,' like the Greek/Norse pantheons (or Babylonian...currently reading Ship of Ishtar)...entities that are uber-powerful, live in a different realm, but have feelings/needs/thoughts that are recognizable by humans. There are supernatural entities from other dimensions/planets (Cthulhu, strange "intelligences," etc.). And then there are mortal beings of immense power that are worshipped as gods, but don't necessarily grant any special favors or divine influence...they simply inspire awe/reverence in lesser mortals (though the same could be said...on a grander scale...of ALL the various "god types" listed).

Different fantasy writers have tackled divinities in different ways (duh, JB) but, perhaps surprisingly, I feel a lot of authors take the approach of their being but one GOD (in the monotheist sense), perhaps with various demons and pretenders, but those certainly aren't necessary (Poul Anderson's Three Hearts, Three Lions is S&S and doesn't require any such entities). Certainly Tolkien is all Christian analogue with fallen angels and whatnot, but Howard's, too, stuff has a mostly Christian (i.e. monotheistic) vibe to it. Even his Conan stuff...while I joked before that Crom was probably mortal enough for Conan to slay, the fact is Crom never actually appears (and neither does Set or Mitra, etc.), nor do those gods grant any sort of "divine powers" to their devotees. Either they are false gods (as would be the typical monotheistic point of view) and their priests simply sorcerers, magicians, and charlatans OR they are just names/aspects of the One True God who (generally) stays out of mortal affairs, allowing folks to exercise free will.

And it makes sense that these writers would take this tack: American pulp writers of the early 20th century were, of course, individuals steeped in Western (generally monotheistic) cultures. They're just writing a fantastical version of the world they grew up in, some with reverence though plenty without.

[writers that leave out questions of divinity from their fantasy work at all...like Vance and Zelazny...I chalk up in the same monotheistic category...the lack of a demiurge points to/emphasizes its existence. Regardless, no one is fighting gods in those books]

There ARE outliers, however, and three of them have had an immense impact on the Dungeons & Dragons game: Fritz Leiber, Michael Moorcock, and Howard P. Lovecraft. Leiber's world of Nehwon is filled with gods of the "pantheon" variety; so is Moorcock's Young Kingdoms (although antihero Elric is always searching for a Grand Designer behind it all). HPL, of course, gives us all his crazy-ass Star Children from the far reaches of space. Of these three authors, I'd judge Leiber and Moorcock to have had the greatest impact on the game as far as "cosmology" is concerned. That being said, I think in all three authors' cases a major takeaway from their stories is: the gods are NOT to be futzed around with.

You don't fight them. You're not going to kill them. You certainly don't loot their bodies.

All of which runs quite counter to D&D's credo.

But I'll be talking about that in my follow-up post, which will be specifically focused on god-fighting in D&D.
: )

Wednesday, September 14, 2011

Dealt Dinosaur

All right, you can download my new, one-page micro-game here:


Personally, I think it's pretty sweet.

This is actually the foundation/skeleton for a decent little Lost World RPG. The full version would have fuller examples and elaborations on how to use the ability scores for task resolution, not to mention more stock antagonists (cannibals, Vikings, Roman legionnaires...plus more dinos, of course!). It would (will?) also furnish rules for scenario creation, probably with a few random tables.

The "end game" included with the micro is a simplified version of what I would use for a full game. It should be enough for play-testing. Unlike some RPGs there IS an objective to the game: getting the heck out of dino-land. As with the D&D endgame, not everyone will choose to pursue this goal, instead continuing to wander ("adventure") or settle roots in the prehistoric world.

Those folks will probably be eaten.

Anyway, hope you enjoy it; any and all feedback is appreciated. In addition to six-sided dice, you will also require one (1) deck of playing cards. I recommend using ones with a dinosaur theme. I picked up a set for myself today ($6) from Top Ten Toys: The Age of Dinosaurs.



Tuesday, September 13, 2011

Getting My Dino On (Terra Nova)

Back in early February or late January I saw a television commercial (probably during last year’s NFL playoffs), previewing some crazy-ass new show featuring 21st century people (humans) being menaced by dinosaurs. I had no idea what the hell this show was about, but I was damn excited to check it out.

No such TV show ever appeared.

This last week, while again watching football, I saw another ad for this same TV show. Apparently scheduled to start up at the end of the month (appears the thing might have experienced some shooting problems through most of 2011).

The show will be on Fox, a station that has managed to put out some quality fiction shows over the years (The Simpsons, Firefly, Arrested Development, the first season or two of 24), many of which they completely mishandle and wreck/cancel (Firefly, Arrested Development). The prospect of a decent (if quickly cancelled) series is a real possibility, but who knows...TV execs often make decisions that are a complete mystery to me; chucking good, creative art in exchange for the most insipid and ridiculous of “reality TV.”

That’s probably one of the reasons I’m not a wealthy business tycoon. Anyway…

Called Terra Nova it has an interesting premise that blah-blah-blah HUMANS VERSUS DINOSAURS!

That’s really all you need to know. Well, all I need to know anyway.

I love most anything that mixes “modern man” with dinosaurs…it’s just one of my favorite pulp fantasies. Peter Jackson’s King Kong, the first Jurassic Park book/movie (before the Goldblum character got resurrected…wtf?), S.M. Stirling’s Sky People novel, all those lost/hollow world kind of movies, not to mention the Hollow Earth Expedition (HEX) Role-Playing Game (though why does it have to have Nazis, dammit).

I don’t know why I dig it so much. As a kid, Land of the Lost was definitely one of the weirdest/coolest TV shows on Saturday Mornings (at least with the original cast). I still love the premise of the show and would love to do something with it (what exactly? Who knows…).

Also as a kid, I remember reading old Turok Son of Stone comics. Back in Montana, my uncles weren’t too much older than me (maybe 10 to 15 years) and there were always old comic books of a “non-superhero” variety laying around: The Two-Gun Kid, Sergeant Rock, the Unknown Soldier, Turok, House of Mystery, Dracula, etc.

Turok was about an American Indian and his younger brother (?) who had somehow been transported to prehistoric times where, duh, they were often hunting or running from dinosaurs. I don’t remember any of the specific stories/plots from my childhood, I just remember being very taken with the illustrations, even (or especially) non-action ones: a half page image of Turok and his brother over-looking a bluff, watching a herd of honkers grazing in a pastoral valley, for example. Things like that.

The last couple years I spent a lot of time looking for old issues of the awesomely illustrated Xenozoic Tales (author: Mark Schultz). I had finally given up when I happened across the recently published trade paperback collecting every issue into a single volume. It took me a few days to read it cover to cover, but the thing is a real work of art, with beautiful story, pacing, characterization, and illustration.

[I’ll talk more about Xenozoic…and its associated RPG…in a later post]

No, I really don’t know what it is about the mix of people and dinosaurs that get me juiced; it’s just one of those things like Vikings/axes and sand-and-sandal fantasy that tends to fire my imagination. Dinos are just so HUGE and monstrous (always depicted with big, sharp teeth) and the idea of hunting them so ridiculously foolhardy…I mean it can’t result in anything but crazy heroics (or digested heroes).

Strangely, I almost never use dinosaurs or lost world tropes (Neanderthals, ape-men, etc.) in my D&D games, B/X or otherwise. The Isle of Dread is the only “dino-sanctuary” I’ve ever depicted in the game, and then but rarely. For whatever reason, the thought of fighters in plate mail attacking a T-Rex with his trusty magic sword just seems wrong.

But modern day heroes (18th century and later)? That seems the perfect protagonist for a dinosaur-infested campaign. Silly perhaps, but that’s just me.

I would love a good pulpy game that pitted dinos against heroic player characters. Unfortunately, I’ve yet to find such a game (more on that in a latter post, too).

All right, all right. I've got some stuff to take care of right now. Perhaps more dino-stuff later.

Thursday, August 19, 2010

Dreaming Up the New Project

By the time most of you folks read this (assuming its Thursday night) I shall hopefully be in the middle of gaming with some newfound compatriots at the local coffee shop. We’ll see how well these "convention contacts" work out…I’ve got a little nervous anticipation just thinking about it.

However, at the time I’m writing this, it is still Thursday morning (I won’t have a chance to post it till after work), and my brain is zooming around quite a bit this morning so I figured I’d better get my thoughts down on paper.

D&D…that’s what I’m thinking of right now, specifically my next writing project. I have two in mind, neither one of which is finishing that adventure module dammit (I don’t know why I keep procrastinating on that. Oh, wait…the maps, right). Anyway, two other products have suggested themselves to me, neither one of which would be nearly as ambitious in scope as the B/X Companion, and both of which would make heavy use of blog topics to date. Since both would be slim tomes, I was thinking I might combine them into one big one…I know gamers just LOVE to throw money at a hefty book!

The first possible project is one I’ve talked about a loooong-ass while ago: recreating (or re-interpreting) The Compleat Adventurer for B/X play. I’ve already written up a couple-three of the classes: the Beastmaster, the Bounty Hunter, and the Witch Hunter. In going over these today (something I haven’t done in several moons), I still find that I am satisfied with how they turned out, and would be happy to publish them…along with similar class write-ups…in a book.

Would people pay money for my musings on classes? Maybe not a lot…especially as more than a bit of it is available free through perusal of this blog. But there are probably people that wouldn’t mind having all these “optional extras” in one handy-dandy tome. Kind of an “Unearthed Arcana” for B/X.

Besides, it was too long ago I had blog readers clamoring for some sort of compilation. And for the most part, I’m proud of my work.

Don’t think such a thing would be limited to…or a simple re-telling of…the classes in TCA. For one thing, I don’t think they’re all necessary. One of the great things about B/X is the structure of their classes. Classes are just that: “classifications” of adventurer. And most things can fall under the purview of one of the Big Four: cleric, fighter, magi-user, and thief.

Here’s a list of D&D “classes” you will NOT see in any book of mine:

Assassin: anyone can kill, with or without poison. If you want an assassin with thief abilities, you’re playing a thief who murders for money.
Barbarian: any fighter can be an illiterate barbarian. If you want to make him as buff as Conan, make sure he has a high strength, dexterity, and constitution. Conan wears armor, but you don’t have to.
Buccaneer: there’s already a B/X monster for this; likewise with the bandit, merchant, and noble.
Cavalier: any fighter can wear heavy armor and ride a horse. Write up your own Code of Honor. There’s no need for any “ability score inflation” or extra bonuses. What is this…Rifts?
Knight: see Cavalier.
Ninja: see Thief.
Paladin: my feelings on this class have been covered extensively. See Cleric.
Rogue: See Thief.
Sage: this is an NPC hireling in B/X.
Spy: another NPC hireling.
Templar/Temple Knight: see Paladin.
Warrior: see Fighter.

Personally, I doubt I would ever write-up a “Gygaxian Druid” as a B/X class…these are fairly specific to Gygax’s game world and bear little resemblance to historic druids. As it is, I do have a druid “monster” in my B/X companion, and I prefer the “druid of the grove” archetype to the “adventuring druid” any day of the week. B/X isn’t World of Warcraft!

The original Compleat Adventurer had only 13 new classes. Right now, I can only think of 9 or 10 that fail to fit into one of the standard archetypes. Hmm…maybe I should say “fails to fit into the standard archetype well;” after all, one could certainly use a cleric as a witch-hunter, or a fighter or thief as a bounty hunter. But people that buy the book want to pay for SOMEthing; the following classes are ones that I think would be fun to write-up and would add something “extra” to the average B/X game:

Acrobat
Beastmaster
Bounty Hunter
Duelist/Swordsman
Gladiator
Harlequin
Martial Artist/Monk
Ranger/Scout/Woodsman
Witch-Hunter


Much as I love the jack-of-all-trades Bard, I don’t think I would include it. Depending on the type of literary reference you’re using, I can see many different character classes working just fine as a minstrel: Fighter (Fflewddur Flamm), Magic-User (Vainamoinen), Elf (various Nordic folk tales)…even Dwarves (Tolkien)! All they need is a musical instrument (call it 50gp).

Since it’s obvious I’ll have some room to make up, I was also considering adding some of the spell-casting classes from The Compleat Spell-Caster to the book. As with the “adventurer” classes, I don’t want to simply re-tread the spell-casting archetypes already in B/X (i.e. clerics and magic-users), but would want real, new “magical stuffs.” This one is so much harder, not because it would be difficult to create new spells (I actually think THAT would be a ton of fun!), but because it’s so difficult to create separate schools of magic, when magic is so well-defined by the game system.

B/X magic IS well-defined. It is Vancian, living stuff that wraps itself around the mind of the spell-caster until it can be released into the world. Magic-users implant these “spell creatures” through the study of books, clerics have them implanted by their deity (through prayer and meditation). What other ways could spell-casters have magic stuffed into their brains? Eating fairy food? Reading rune-carved standing stones? Bargaining with demons and spirits?

The main reason (I would think) that most people come up with new spell-caster types is because they want a new spell list (or alternate list). People play druids in D&D because they think it would be cool to call lightning, animate plants, turn into birds or bears, and (in later editions) have an animal companion. Most are not thinking about what it means to be a druid from a historic or even game setting perspective. Not wearing metal armor is something they have to “put up with” in order to get the cool powers, as is the limited availability of high levels (in old AD&D anyway).

I’m not about that. At least, I’m not JUST about new spell lists and cool powers. New classes (in my mind) should provide different styles of play. The bounty hunter PLAYS DIFFERENT from a normal fighter or thief. At least, if you want to make use of his special abilities. I don’t want my illusionist to be “just another magic-user.”

That being said, here are the spell-casters I’m thinking of including in the book:

Demonologist/Necromancer/Warlock
Illusionist
Mystic
Witch


These are not set in stone, but they are my current considerations. Yes, the Harlequin and Witch-Hunter are technically “spell casters” but their abilities are so minor, they don’t rate their own spell lists. These guys (and gals) do.

Unfortunately, each of these is problematic for different reasons.

Necromancers are “evil” pure and simple; anyone who deals with demons and seeks immortality through turning themselves undead is a Very Bad Person. In B/X terms, the person is CHAOTIC, being extremely selfish and self-centered in their actions. Yet, none of the classes in B/X have alignment restrictions…and I do NOT want to start! But is there any way to create a Lawful demonologist?

Witches, on the other hand, can easily be of any alignment: Glenda or the Harry Potter chicks are examples of non-evil Hags, and Baba Yaga might even be considered Neutral in some circumstances. The problem with witches is how to treat them: are they nature worshippers (like clerics/druids) who derive their magic from on high? Are they potion brewers and spell crafters (as in, formula writers) like modern day Hermeticists? How to treat them…perhaps as some sort of cleric/m-u hybrid?

I think Mystics are probably the easiest guys to write-up…they’ll be something of a cross between the Compleat Spell-Caster version and the Rifts Mystic OCC (possibly with a little oriental monk thrown in). The trick with them is making them interesting enough to play, without bulking the class down in a bunch of extraneous “special powers.” I think these guys will draw magic from their own “inner resources” (like meditation) or possibly “reading the Akashic records.” They will have the smallest spell list of any of the classes.

And the Illusionist? Well, I’ve blogged about the Illusionist before. I really do think this can be a good class for an adventurer: spells are useful and different, alignment is un-restricted, nothing ties them down. The only question is: how do you make them different from magic-users BESIDES their spell list. I don’t want them to just be a magic-user with a different spell book.

Maybe I need to take a page from pulp and look at all those Eastern mesmerists of fiction (the Shadow, Fu Man Chu, etc.), as well as the Howardian pulp illusionists and be-dazzlers. I really think they need magic that comes from something other than a spell book…any character limited to spells of 7th level should NOT need to carry around a spell book (especially if they can’t go armed and armored). Arabian Night stuff is more what I’m thinking about.

Hmm…maybe illusionists will be more like mystics after all. Like architects in the film Inception, they will create labyrinthian structures in their own minds every morning, locking away a portion of their own “disbelief” in order to create the reality-warping structures that will blow peoples’ minds.

Hmm…that sounds pretty good.
: )

Wednesday, August 18, 2010

3 Days, 3 Games, 3 Different Styles (Part 4)

[continued from here]

The Doc decided to wander off into the jungle of this new and unknown island, despite Buddy telling her not to stray too far from the beach “while we’re working on repairing the plane!” (I made it clear that Buddy had absolutely no mechanical knowledge or engineering skill, and Jao was going to do the work while I checked on the “medicinal” cargo). Sulking because the Doc had disregarded his instructions (the GM tapped “doesn’t get pushed around by no dames”), Buddy decided to take a nap in the cargo hold…though first he recovered a service .45 from its hiding place, tucking it in his waistband. I did have to pay Ogre a FATE chip to keep from getting stinking drunk as he tried to activate my “heavy drinker” aspect.

Doc Walker, meanwhile, was hot on the trail of some purple-feathered whatchamacallit and had long ago lost sight of the beach. She blithely wandered into the typical rope-around-ankle snare trap and was left hanging in the air, until she was surrounded (a few minutes later) by a group of swarthy natives in masks with snake tattoos and spears.

“Mr. Jao? Mr. Jao!”

Using her academic skill, Doc discerned that they were members of an island Snake Cult consisting of outcast tribesmen from a number of different primitive island tribes. Preying on their superstitions, she decided to flash her lighter at them (being a 1920s socialite and “independent woman” of course she smoked!) and managed to completely over-awe them. They gently lowered her to the ground and then ran off into the jungle.

Walker walked briskly back to the beach. “How are the repairs going? Where’s Mr. Buddy? Look at this purple-headed whatsis I found…it’s a lot fatter than I thought it would be from my books!” This she jabbered at Jao as Buddy crawled out of the hold. She seemed stubbornly unaware of the gathering troop of Snake natives marching out of the jungle.

Ah, hilarity ensuing…Doctor Walker understood a number of languages, and after trying some out found one of the Snake outcasts spoke some Spanish, and was thus able to act as a translator between herself and the Big Chief. The Chief had decided he wanted to woo and wed this imperious temptress with her fire-making ability. Dr. Walker (thinking fast) told them that she couldn’t possibly wed anyone without the approval of her brother (indicating Jao despite the lack of family resemblance) and that the chief would have to best him in a test of skill (brawling) three days hence…only on the condition that the chief could provide her with a large enough hut to meet her opulent requirements. The chief agreed and she was henceforth known as Ula-Ani (“White Bride”) Walker.

Walker was hedging our bets, as it would take at least another day for Jao to fix the Monkey and hopefully we’d be able to get out of here before the contest day arrived. In the meantime, she also wasn’t afraid to use her newfound status to arrange for a tour of the island, especially the breeding grounds of the purpled-feathered bird species in which she was so interested. She would be accompanied by her “servant” (indicating Buddy), who surreptitiously hid the pistol in the back of his pants, beneath his shirt. Jao stayed with the plane.

Ogre then did a “cut scene” to narrate something “out-of-frame” and unrelated to what was going on in the player characters’ vicinity. Apparently, the chief’s brother was something of a rival and he had decided that the chief’s distraction with his new bride-to-be was the perfect distraction to stage a coup. He organized his own loyal warriors and sent them out with two missions: kill the “brother” at the plane, and kidnap the Ula-Ani Walker!

Back to the plane, then…two spear-wielding natives charge out of the jungle at Jao. Fortunately he has feet of fury and is unafraid to make like Tony Jaa and bust some heads. Combat is a little drawn out, though mainly due to a quick rules explanation (successes each round fills life boxes, eventually over-flowing and allowing the player to put a “temporary aspect” on the opponent…like “stunned” or “knocked cold.” Better successes or tapped aspects can be used to both speed this process and assign more permanent aspects, like “knocked into a coma” or “killed dead”). It’s a good warm-up to see how things go (especially as Jao is a fairly capable combatant), and then we move on to the dust-up in the jungle.

Buddy, Walker, and the Spanish speaking guide are on their way back to the jungle when 10 snake cult dudes pop out of the jungle and try to grab the Ula-Ani. The guide beats feet out of there and Buddy pulls his pistol and shoots a guy in the face…he’s not going to mess around with obvious hostiles, and he’s no great shakes in the athletics department. Ula-Ani tries to over-awe with her lighter again and scares one savage, but another grabs her. Jao is running pell-mell through the jungle but it’s going to take him a couple rounds to get there. Meanwhile, Ogre is rolling the outlaws as a single “mob” opponent (with a lot of life boxes!).

Now, I did NOT give Buddy a very high skill with pistol…only +2 which would be “low professional,” slightly better than amateur/hobbyist, but in need of practice. In order to actually beat the snake dudes’ defenses, I was tapping aspects right-and-left and making up new ones on the fly (though remember we were limited to 10), and tapping the natives’ aspects as well. For example, they had an aspect of “foolhardiness,” which was good for a shot in the face, and I added “twitchy trigger-finger” and “history of dealing roughly with natives” to my own character sheet. I could only tap an aspect once in a given round, but I was able to tap it every round if I wanted (provided I had the FATE chips remaining) and this helped me shoot down several foes.

The doc, meantime, was showing again that she was no wilting flower, grabbing a machete from one of her captors and making good use of that classical education (“fencing”). As Jao arrived and started kicking ass, and Buddy gunned down anyone that got too close, Ula-Ani Walker carved her way through the would-be kidnappers spattering herself with blood from head-to-toe! Hoo-boy! Jao and I exchanged a glance as the good doctor turned into some sort of meat-hacking butcher!

Running low on bullets, Buddy reversed his grip and belted one of the last few natives across the chin. My “fists” skill was no greater than my firearms so I tapped another aspect, “heavy drinker” (figured I’d been in some bar fights) to fell another one. Walker chopped down the last of them and tapped a couple aspects to enable adding a “severe” aspect to our foes. In this case, she tapped the snake cult’s “superstitious” aspect and deemed they had been cowed into worshipfulness at her battle prowess…basically that she was the warrior goddess whose coming had been foretold in prophecy! Thereafter, she was known as the Opti-Ula-Ani…the Bride of the Island…and the snake cult was pretty much putty in her hands.

The characters made their way back to the beach where they found that the plane had been stripped of several pieces…including a tail fin and the pilot’s chair…in order to build the Opti-Ula-Ani a suitably luxurious hut. Walker was actually pretty happy at how things were turning out, and had all but decided to take the chief up on his marriage proposal, but Jao and Buddy could see our hopes of getting off the island slipping away.

I added one more aspect (“can get down and party with anyone”) and spent a FATE chip to take control of the narrative. Over the years, Buddy had found he was able to adapt to pretty much any culture’s form of “low entertainment.” Despite the lack of common language, he was able to communicate that a victory party was in order to celebrate putting down the rival snake cultists and the upcoming nuptials…and he broke out the orphans’ “medical supplies” for the occasion!

Once the entire tribe was passed out stinking drunk, Buddy and Jao (who did not drink) were able to liberate the pieces of the airplane and get ‘em back to the Monkey. The next morning, a hung over (but apparently happy) Opti-Ula-Ani convinced her new husband to let us go, and even paid us a hefty bonus on our standard fee (including the cost of the orphans’ medicine), so long as Jao agreed to return some day and collect her memoires for publication (“Jao? Jao?! What about me?”). Jao of course agreed, and gave the bride-to-be a polite but firm handshake before getting into the Gold Monkey.

And then we flew off into the sunset!




*whew!* This has turned into a VERY long blog post and because of that I decided to break it up into two separate entries. Some random notes about the game:

- I, of course, had a blast and greatly enjoyed my cynical character. I left out some stuff (for example his Big Mouth almost getting him speared by the friendly natives while Buddy and the Doc were on their sightseeing excursion, and his chuckling every time Walker insisted he call her “doctor.” I did try to play him as a lovable loser who’d “just been raised wrong;” mainly selfishly self-interested rather than mean-spirited.

- The other players seemed to have a good time, too, and we all had good chuckling moments. There was plenty of give-and-take around the table, and more than a little laughter at everyone’s antics.

- I found Spirit of the Century great for this kind of character-driven pulp. The “aspect” mechanic really forced us to make our characters’ character front-and-center in the game. Especially when it came to tasks (like fighting) where we weren’t very good. Neither Walker nor Buddy were fantastic combatants, so we had to find ways to cleverly use our aspects in order to succeed at things.

- On the other hand, Jao was so capable at the things he attempted (flying plane +5, fists +4), that he really never needed to activate his Aspects…and his characterizations were thus a little less extreme than Walker’s and Buddy’s. It would have been interesting to see Jao get into some sort of social or mental conflict.

- The bribing with FATE chips was great fun, and it helped both Carol and myself that we were willing to put our characters in trouble (and often) based on various Achilles heels. We often suggested our own temptations to the GM, rather than wait for Ogre to issue them (though he did a fair share of issuing temptations himself). Making “flawed” characters helped in this regard…I don’t remember any temptations made to Jao by the GM.

- I liked the streamlined chargen process a lot (even though my Harry Dean Stanton aspect never got used). It was fun “discovering” aspects of a character IN-play, instead of creating the guy from scratch before-hand and then having to play to those expectations. You know what I mean? I had a basic character concept, and then added flavorful and useful aspects, as needed, all of which strengthened my character concept. That was better (for me) than just adding all those aspects ahead of time and MAYBE (or maybe NOT) finding ways to make them useful in the game.

- ALSO, because the character grew out of play, I have a much stronger idea of who Buddy Kowalski is, now, based on the experience of play. This is one of the things I really like about long-term Dungeons & Dragons campaigns (at least, when there is real “role-playing” involved), but it is more difficult as the D&D system does not support the creation of characterization. In SotC, the whole system is based on EXPLORING that characterization. And because of that exploration, I would have no problem playing Buddy again, hamming it up, getting in trouble, etc.

- Would the game be good for long-term play? I think I could get a lot of mileage out of “Buddy Kowalski” if we were to do a series of adventures, but I’d be a little afraid of Jao being relegated to “sidekick” status. Let’s face it…being good at fighting and flying is a lot more interesting in a movie or video game than in an RPG where combat is based on a handful of abstract dice rolls. But who knows? Maybe Eric had a kick-ass time taking those savages to town. Despite getting roughed up a bit, I was satisfied with Buddy’s ability to hold his own…and that was my only concern regarding combat anyway.

- And speaking of combat, I’m not sure I was entirely sold on the combat system, which Ogre raved about. Now, when we spoke afterwards he assured me that the full system was a lot of fun, with people using stunts and aspects to roll up big numbers on opponents and throw all sorts of cool aspects on them. However, I’m not convinced I can fully embrace this. I prefer standard rules for taking characters “out of action” rather than just “adding aspects” (temporary or not) to them. I’d also prefer to see all types of conflict do “damage” along the same damage track. We had a physical damage track, a mental damage track, and (for the natives that Walker was trying to over-awe) a social damage track. It would have been simpler and easier to have a single damage track where ALL damage (regardless of type) could be applied. Walker stopped trying the over-awe (and went for the machete!) so that we could “gang up” on the mob’s physical track. Personally, I think damage is damage is damage…but whatever, that’s not the way this game works.

- It was a blast, though, all around and I was well satisfied with my first play of a true pulp RPG. I wouldn’t mind playing again…though it’s hard to imagine I'm clever enough to come up with a character as fun to play as Buddy Kowalski.

; )