There I was enjoying a nice warm cup of java the other morning when the topic of Homebrew came up in conversation, as it often does. Some people were saying that they homebrewed their game by altering the rules of a popular RPG. After spewing some java out my nose, I let out an anguished cry. How can that be what you mean by Homebrew?! I asked incredulously. I was offered a few quips in reply, but nothing that was said assuaged my feeling that this really was not the right word for what they meant. So I'd like to clarify what I mean when I say "Homebrew" in relation to RPGs.
I started GMing in 1978 with my first World, and first rules system, both going by the name of Elthos RPG. The rules I created after a skim-reading of "Men & Magic", the first volume of the original three (and highly magical) D&D booklets. My rules system had a couple of design goals. One was to eliminate the odd zig-zag math used by OD&D. I wanted even charts with easy to remember values. The second goal was to centralize (what later became known as) Conflict Resolution. I created one centralized chart that pits Difficulty Level vs Skill Level for all possible skills. In this way I wanted to avoid the need for endless additional charts for all of the doodads I might want to add to Elthos over time. The goal was to create a Homebrew system that I could rely on to only change in ways that make sense for me as the GM, and to avoid being tethered to rules systems that would inevitably alter the nature of the world itself. Thus I would be able to maintain my world for a long time exactly the way I envision it, and my world's history would not be subject to the whims of TSR's rules editions over time.
These two design decisions resulted in a system that has served me well for 40+ years.
The second leg of Homebrew is the Setting. My world is my own creation. Sure, of course I borrow ideas from many sources, historical and literary, but there is no tether that is tied to any of them. As such my world's only cannon is it's own history. The reason I wanted it this way is to keep my players from being "in the know" about things in the world that would be much more entertaining as surprises, than facts they encountered elsewhere. To me this is much more fun for everyone.
So for me, the word "Homebrew" suggests a creation from more or less whole cloth by the Gamemaster. Filled with surprises and idiosyncrasies that make sense to their creators, and are not beholden or tied to some corporate behemoth. It is the freedom and versatility of Homebrew that attracts my ardor. I think from a creativity perspective Homebrew is definitely the way to go.
As for what I think the correct word for what was mentioned by my buddy online the other morning is "House Rule". Homebrew and House Rule are two different things. There is some overlap, of course, but they are really quite distinct in my mind.
What do you think? Am I right about this? What's your definition of Homebrew?
On the Joys & Challenges of developing the Elthos RPG & Mythos Machine, and other sundry RPG matters.
Showing posts with label Elthos History. Show all posts
Showing posts with label Elthos History. Show all posts
Sunday, May 24, 2020
Thursday, December 13, 2018
Elthos RPG - The World's Ultimate Fantasy Heart-Breaker
Someone on G+ recently mentioned that they encountered Elthos a while back and thought it is "the world's ultimate Fantasy Heart-breaker". While not entirely surprising, given the very long haul this project has taken, I nevertheless find it amusing. I have to wonder if it's true. After all... it could be. Perhaps I can take pride in that somehow? After all, being the "ultimate" anything is distinctive. Hmmm...
As to whether or not it happens to be true... How would I know? I'm just the poor shlub who's been tinkering away this for the past 40 years. And I'm pretty sure I will continue to tool away at it, quite happily, for the next 40 years. More if I can manage it. Elthos is my art form, and as such, it's something I work on because I enjoy it.
As you may know, the Mythos Machine is a major piece of the Elthos Project. Aside from the simple enjoyment I get from tinkering with the code, I tool away at it because I would like to fulfill my vision ... The main driver in this regard is my own sense of satisfaction in knowing I thought up something that seemed useful for the world of RPGs, and then went ahead and persevered with it until I achieved it. I'm a pretty stubborn person, and this kind of project seems suitable for my temperament. I started the project in 1978 with the creation of my homebrew Elthos RPG Rules, and in 1994 I conceived of a computer application to help me crunch the numbers for game prep and so taught myself databasing and programming. Between then and now I've been chipping away at this concept in my off hours as my Once and Great Hobby Project.
By 2000 I had a Visual Basic 6 application that does a LOT of very cool stuff related to world building and character management. I mean a LOT of wonderful features are packed into that program. Even more than the Mythos Machine web application does, actually. For example, it has a map painter utility that integrates the combat rules so you can run the entire game pushing characters around on the map and combating them, taking into account weapons and armors, magic, movement, terrain, and every rule I use to run my games. It's pretty damn slick, if I do say so myself. But as it was a Microsoft VB6 project, it has fundamental flaws and I was concerned about being able to support it if I sent it out into the wild. So I decided to shelve it, and work on a web application instead, largely because it would have a much easier support model. It also gave me a chance to start over from scratch with the code base. That's the Mythos Machine. I began that in 2006. Now, 12 years later, I think it's ready for public consumption. It doesn't handle everything the VB application does, but handles most of it. I will add the other pieces as time, resources and interest dictate.
I should admit that my expectation is not to sweep the RPG market and become rich on the back of Elthos RPG, though. To think that is even possible would be blatantly absurd, of course. Even if it were hugely, enormously, outrageously successful, we're really talking about a tiny niche hobby, out of which I am trying to provide something of interest to an even tinier subset of GMs who happen to want to create their own Worlds (and would like comprehensive computer support with building and running their game Worlds, but that's a different kettle of fish, in relation to Elthos RPG, which I'm talking about in terms of it's success as a stand alone RPG). Planning on becoming rich on that prospect would be akin to depending on winning lotto as a career plan. And if that were my goal, then yeah, I'd say I'd be likely to end up in Fantasy Heart-Breaker territory. But that's not my expectation, so on that level I don't think this outcome is likely. Financial success would be nice, but is hardly necessary. That said, of course I would like people to take a look at what I've created because I honestly think it's worthwhile. But for my own sanity, I don't want to depend on that result, either. I want to enjoy it for what it is, and leave the rest to fate, or destiny, or luck, or the Tao, or The Gods, or whatever.
But as far as money is concerned, I derived my entire programming career from this project, having taught myself programming so in order to work on it starting in 1994. I make a very decent living as a programmer/analyst, so I have to include that in my calculations as to how much money Elthos made for me. Fact is, if it weren't for Elthos, I wouldn't ever have become a programmer ... this plus the fact that I've had a fabulous time Gamemastering Elthos and tinkering away at the Mythos Machine over the years... even without it being successful in the market, I think I'm already way ahead. And I never borrowed money for the project so I don't owe anyone anything. It is very cheap to run, and I can keep it online at very little cost. So, I'm not in a rush to make money on this thing. I just want it to be done with as much excellence as I can put into it.
As I look at it, I've managed to successfully create something pretty awesome while avoiding all of the usual tricks, traps & "Imperial Entanglements" associated with Capitalist System. Because of that I completely own Elthos. and so I am at perfect liberty to do with it whatever I want. And it does a great job for me. I use it to run my own games, and my friends have had a myriad hours of fun romping around Elthos killing monsters, taking their stuff, and saving (er, sometimes destroying) the world. And that makes me happy, too.
What would be especially cool, though, is to find in the end that I added something to the world of RPGs that was not just some transient wisp of an idea, but something that really helps lift the hobby, overall, and in the long run. I think Mythos Machine as an innovative piece of RPG software has a shot at that. But that is not my goal for the projec,t either. It would be a lovely if all goes well, but it's not the reason I work on it, either. Again, I'd be crazy to assume that my work will be influential in the world of RPGs as there's waaaaaay too many brilliant people contributing far more popular ideas to the hobby than I am. But still, I don't know too many who have stuck to creating RPG game prep software for their systems quite as doggedly as I have... so there's a chance that 'ere the end Elthos and the Mythos Machine will prove of some value to Gamemasters creating their own Worlds. In this I do stand some chance of winding up in the Fantasy Heart-Breaker zone, but again, I'm not convinced of that either. After all, even if no one uses it... I use it. And to very good effect for my games. So at the very least, I constructed a software system that helps me run my games. I think that's pretty kickass, so I don't think I will wind up heartbroken if people don't wind up finding out about it. Maybe that will turn out to be a cool thing in its own right... the only person in the world who uses a specific software application to run his world? I don't know ... somehow I see kudos there.
But yeah, of course I hope Gamemasters will look into Elthos and find out how it and the Mythos Machine may be useful to them. And yes, I hope people support it so that I can keep improving it. Why not?
But, what I'm actually shooting for is something just as ridiculously improbable as financial success... probably more so... I want to help encourage and foster human creativity. I feel like we are living in a time where creativity and imagination are under direct assault by The Powers That Be. Free thought is at a low ebb and there's way too many people who are all too willing to give up their own ideas and creative powers to those who claim to be the true arbiters of creative value. I want to resist that because I think it's rubbish, and the Elthos Project is my way of doing that for myself, and a tool I want to offer others to help them do the same. The Elthos Mission is all about exercising your own imagination. I know, I know ... you can stop laughing now. I admit, it is an uphill battle. But fortunately, the RPG community is bursting at the seams with people who already have the spark of creativity. I just want to fan the flames and help inspire more of it. Lots more.
Back when I started the project, I wanted to see if I could find a way to use computers to bring people together, rather than drive them apart and isolate them. I think I came up with this idea after seeing a film called Future Shock in the late 70's. I watched the movie and said to myself, "OMG, screw that. We can definitely do better". In fact, the Elthos Project is kind of a big jab in the eye of the direction the Big Technologists have taken things over the past 50 years. Frankly, I want the world to go the other direction, and I want to try my best to inspire people to embrace their imaginations, and create fantastic, amazing, powerful, and wondrous Worlds of their own because I believe that it is the power of human creativity and imagination that will allow us to escape the Techno-Prison being rapidly constructed all around us. If I can help to inspire people to think for themselves and use their own minds and hearts and creativity then I will consider the Elthos Project a true success, even if it does nothing for my own personal fortunes. And we won't know if I managed to achieve that for a long time to come, actually. I do suspect I've had some modest success already with this, but I will have to leave that to future historians of RPGs to ultimately decide. If' I'm lucky, my timing is good, and I can bring enough excellence to my work, then I hope to help people see the value of their own ideas... if I can do that I will have achieved my true objective.
Of course, in the end, since I owe no one anything, and have no need for Elthos to be successful, and have enjoyed the hell out of the thing for 40 years now, I'd have to say, it seems to me to be about as far away from a Fantasy Heart-Breaker as it could possibly be. And even if I don't achieve my self appointed Prime Directive, at least I will have tried my absolute best. And that's ok with me. I feel proud of the fact that I worked towards a goal that I feel is worthy of my time and effort. Whether or not people acknowledge that or find it useful... I can't control that. So I leave it to destiny to work out.
So while some people may be thinking that Elthos is the ultimate Fantasy Heart-breaker, my opinion is that it is unlikely, and that the jury is still out on this anyway. As far as I'm concerned it hasn't been anything other than a wonderful and wondrous hobby project for me all these years, and that I don't feel heart-broken about it. Nor do I think I am likely to, regardless of how things pan out in terms of its marketability the years to come. It's been a great project, and I am having a tremendous amount of fun with it. I expect to continue to do so ad infinitum.
Anyway, I just wanted to explain my viewpoint on that because someone recently mentioned that they had that idea that Elthos is "the world's ultimate Fantasy Heart-Breaker". I found it amusing... but also I want to mention it was a bit confounding. Just the label itself seems intended to be discouraging. I don't know who came up with that phrase or why, but what's wrong with people trying to put their projects out there in the public domain? So what if they are not financially successful? As long as they don't have freaky expectations of getting rich off of RPGs they should be safe from the dread doom of Fantasy Heart-Break. I feel like I want to reject that label. I don't like it. I strikes me as a bit of a cruel thing to say about anyone's project, whether it is successful or not.
But who knows... it may turn out to be true in the end. Maybe I'm just fooling myself, and the work I'm putting into this project will be ignored by the community, it will have no success in the market, and I will eventually find myself heartbroken because of that. Still though, I won't know that for a good long time, I suppose by then there's a good chance I'll be senile enough to really be enjoying myself in the World of Elthos! Haha. And in the meantime, I'm having fun and expect to continue doing so for a good long time.
I do hope you will take the time to look at Elthos RPG and the Mythos Machine. and decide for yourself if it is worthwhile, and potentially useful to you. Enjoy. :)
As to whether or not it happens to be true... How would I know? I'm just the poor shlub who's been tinkering away this for the past 40 years. And I'm pretty sure I will continue to tool away at it, quite happily, for the next 40 years. More if I can manage it. Elthos is my art form, and as such, it's something I work on because I enjoy it.
By 2000 I had a Visual Basic 6 application that does a LOT of very cool stuff related to world building and character management. I mean a LOT of wonderful features are packed into that program. Even more than the Mythos Machine web application does, actually. For example, it has a map painter utility that integrates the combat rules so you can run the entire game pushing characters around on the map and combating them, taking into account weapons and armors, magic, movement, terrain, and every rule I use to run my games. It's pretty damn slick, if I do say so myself. But as it was a Microsoft VB6 project, it has fundamental flaws and I was concerned about being able to support it if I sent it out into the wild. So I decided to shelve it, and work on a web application instead, largely because it would have a much easier support model. It also gave me a chance to start over from scratch with the code base. That's the Mythos Machine. I began that in 2006. Now, 12 years later, I think it's ready for public consumption. It doesn't handle everything the VB application does, but handles most of it. I will add the other pieces as time, resources and interest dictate.
“If you realize that all things change, there is nothing you will try to hold on to. If you are not afraid of dying, there is nothing you cannot achieve.”
― Lao Tzu, Tao Te Ching
But as far as money is concerned, I derived my entire programming career from this project, having taught myself programming so in order to work on it starting in 1994. I make a very decent living as a programmer/analyst, so I have to include that in my calculations as to how much money Elthos made for me. Fact is, if it weren't for Elthos, I wouldn't ever have become a programmer ... this plus the fact that I've had a fabulous time Gamemastering Elthos and tinkering away at the Mythos Machine over the years... even without it being successful in the market, I think I'm already way ahead. And I never borrowed money for the project so I don't owe anyone anything. It is very cheap to run, and I can keep it online at very little cost. So, I'm not in a rush to make money on this thing. I just want it to be done with as much excellence as I can put into it.
As I look at it, I've managed to successfully create something pretty awesome while avoiding all of the usual tricks, traps & "Imperial Entanglements" associated with Capitalist System. Because of that I completely own Elthos. and so I am at perfect liberty to do with it whatever I want. And it does a great job for me. I use it to run my own games, and my friends have had a myriad hours of fun romping around Elthos killing monsters, taking their stuff, and saving (er, sometimes destroying) the world. And that makes me happy, too.
But yeah, of course I hope Gamemasters will look into Elthos and find out how it and the Mythos Machine may be useful to them. And yes, I hope people support it so that I can keep improving it. Why not?
Back when I started the project, I wanted to see if I could find a way to use computers to bring people together, rather than drive them apart and isolate them. I think I came up with this idea after seeing a film called Future Shock in the late 70's. I watched the movie and said to myself, "OMG, screw that. We can definitely do better". In fact, the Elthos Project is kind of a big jab in the eye of the direction the Big Technologists have taken things over the past 50 years. Frankly, I want the world to go the other direction, and I want to try my best to inspire people to embrace their imaginations, and create fantastic, amazing, powerful, and wondrous Worlds of their own because I believe that it is the power of human creativity and imagination that will allow us to escape the Techno-Prison being rapidly constructed all around us. If I can help to inspire people to think for themselves and use their own minds and hearts and creativity then I will consider the Elthos Project a true success, even if it does nothing for my own personal fortunes. And we won't know if I managed to achieve that for a long time to come, actually. I do suspect I've had some modest success already with this, but I will have to leave that to future historians of RPGs to ultimately decide. If' I'm lucky, my timing is good, and I can bring enough excellence to my work, then I hope to help people see the value of their own ideas... if I can do that I will have achieved my true objective.
Of course, in the end, since I owe no one anything, and have no need for Elthos to be successful, and have enjoyed the hell out of the thing for 40 years now, I'd have to say, it seems to me to be about as far away from a Fantasy Heart-Breaker as it could possibly be. And even if I don't achieve my self appointed Prime Directive, at least I will have tried my absolute best. And that's ok with me. I feel proud of the fact that I worked towards a goal that I feel is worthy of my time and effort. Whether or not people acknowledge that or find it useful... I can't control that. So I leave it to destiny to work out.
So while some people may be thinking that Elthos is the ultimate Fantasy Heart-breaker, my opinion is that it is unlikely, and that the jury is still out on this anyway. As far as I'm concerned it hasn't been anything other than a wonderful and wondrous hobby project for me all these years, and that I don't feel heart-broken about it. Nor do I think I am likely to, regardless of how things pan out in terms of its marketability the years to come. It's been a great project, and I am having a tremendous amount of fun with it. I expect to continue to do so ad infinitum.
Anyway, I just wanted to explain my viewpoint on that because someone recently mentioned that they had that idea that Elthos is "the world's ultimate Fantasy Heart-Breaker". I found it amusing... but also I want to mention it was a bit confounding. Just the label itself seems intended to be discouraging. I don't know who came up with that phrase or why, but what's wrong with people trying to put their projects out there in the public domain? So what if they are not financially successful? As long as they don't have freaky expectations of getting rich off of RPGs they should be safe from the dread doom of Fantasy Heart-Break. I feel like I want to reject that label. I don't like it. I strikes me as a bit of a cruel thing to say about anyone's project, whether it is successful or not.
But who knows... it may turn out to be true in the end. Maybe I'm just fooling myself, and the work I'm putting into this project will be ignored by the community, it will have no success in the market, and I will eventually find myself heartbroken because of that. Still though, I won't know that for a good long time, I suppose by then there's a good chance I'll be senile enough to really be enjoying myself in the World of Elthos! Haha. And in the meantime, I'm having fun and expect to continue doing so for a good long time.
I do hope you will take the time to look at Elthos RPG and the Mythos Machine. and decide for yourself if it is worthwhile, and potentially useful to you. Enjoy. :)
:)
Monday, October 05, 2015
What Distinguishes Elthos RPG Mythos Machine?
It's fair assessment of the industry generally that it is saturated. The reason why, I believe, is the confluence of the idea that making a living via gaming would be wonderful, the _relative_ ease of entry into the gaming market through the development of an RPG Rules Book (no it is not easy, but it is far easier than creating a modern level computer game, certainly), and the availability of relatively easy online book publishing services. Hence, everyone and their brother wants to create an RPG rules system... well, obviously not everyone, but quite a number of people. And this has indeed lead to a flourishing profusion of Indie RPG rules books. I believe there are over 1500 different rules books on DriveThruRPG at this time. That's great and wonderful because it demonstrates the enthusiasm of the people in the hobby. What's not so great, as you have alluded, is that the result is a completely saturated RPG market. All of this is true.
However, what is not so easy by comparison is to create a cohisive and comprehensive online web application that enjoins the rules system and makes GMing using that system far easier. There are some dabblings in that area, as we've seen from the phone app by DCC, and there are a profusion of minor tools that support various systems with excel sheets or generators of various sorts. And there are a handful of attempts at making GM Prep Tools, but those tend to be system neutral, or attempt to support as many of the popular RPG systems as they can program and get licencing for. Some of these tools have become quite sophisticated, and are gaining popularity. Fantasy Grounds comes to mind. City of Brass is a new entrant into the market. There is Realm Works by Lone Wolf. All of these fit into one or another of the categories I've described. All of them are interesting. Many of them are fondly utilized by GMs to help them run their games.
What is quite rare, however, is an integrated system that focuses on one rules system that was designed from the beginning with a computer application in mind, in order to make the system easier to run, and a more integrated application... both of which go toward making GMing easier. Elthos RPG is a rules system that was designed to be integrated via the Mythos Machine web application. So it is a unified holistic system whose purpose is to make GMing better organized, faster and easier. I don't think the market is yet saturated with that combination. And I think this makes it, for the time being, unique.
On the other hand, to be fair to your critique, it does require that people do learn yet another rules system. And I understand the barrier involved and why that is rather annoying for many. After all, we spend a lot of time as GMs learning rules systems, running games with them, and getting to fine tune our understanding of their nuances... why should I have to learn yet another one? But in the case of Elthos I would say two things. First, the rules are relatively light weight and easy to learn when compared with many other systems, and yet it maintains all of the standard tropes of the traditional RPG. Second, the rules are fully integrated with the Mythos Machine so that the entire package, once learned, does in fact make GMing easier.
There are a few other advantages provided by the Mythos Machine to be considered. It lets you create any kind of World you want, being completely flexible and genre neutral. You can create any kinds of equipment, weapons and armor, skills and powers and classes you can imagine. In other words it gives you the freedom to create your own World. Yes, this is a chore. It is a chore in the same way that Legos is a chore. You get a box of bricks and ... you create stuff. With the Mythos Machine you get a web application that lets you create a proto-World and ... you create stuff. In the end, you have your own World that is far easier for you to run and maintain than what you had before. Frankly, for me, that is far more exciting than having someone else's World to play with. I have my own imagination and I like to use it. Elthos RPG Mythos Machine was designed to support GMs who want to exercise their own Imaginations.
Another advantage to the Mythos Machine is that it lets you share your creations with other GMs by making your things Public rather than Private. You have that choice for everything in your World, pretty much. What this also means is that if you are a GM who has a proto-World with not much in it yet, and you feel a little stuck maybe, you can go and browse what other GMs have created and quickly pull anything you like into your world with the click of a button, and then customize it to your needs. It's that simple. I think this will help a lot of GMs get up and running more quickly, and giving people a way to share their creativity is a good thing.
All of that said, I want to emphasize that the Mythos Machine is in Open Beta. While fully functional as is, it has yet to integrate in additional features which I want to see for it. But before I spend even more time on that, I want to get some feedback on the thing in its current state. So I'm encouraging people to go and take a look and provide feedback. Once I get an idea of what people like and don't like about it, I will be better positioned to work on filling in the gaps and adding more features. But as it is now, I use it to great effect as do some of my friends. It really has made GMing incredibly easy for me.
How about one example... I am playing and the guys take a path down a road I had not really worked on much. I'd like to quickly drum up some Stuff for them to run into and I have a rough idea of what's down there. A goblin cave, lets say, with kobolds being run by an Ogre. I can use the mythos machine to instantly generate a group of kobolds, goblins and an ogre chieftain, fully equipped, with skills, ready to play - in about 1 minute.
There are a lot of other examples I can give, but this post is getting tltr. So I will leave it there and hope this helps to answer your question.
For those interested you can download the rules and try out the Mythos Machine at http://elthos.com ... we are looking for feedback so if you have any suggestions or recommendations or find anything amiss, please use the feedback button on the site (upper right hand corner). Ok thanks! Happy Gaming to you!
Friday, September 18, 2015
A Small Poemish Thing - The Edition Wars ...
Upon the reading of this fair post, my mind a'lit with the fiery inspiration, so...
People who didn't notice these things at the dawn of time, and therefore didn't create their own homebrew RPG systems that made actual sense to them fell into The Great Miasma, never to return from thence. They are there today, wandering soul'striken from edition to edition, ever groaning, ever the darkened scowl and storm-brow furrowing...
Those who escaped to heather-fields of lightened systems a'joy in everlasting bliss, owners of their own worlds... worlds that make sense to them, that do not change on some corporate cretin's whimsy-doodle. Ahhh... fair winds a'light to catch my sails, thou blessed thing! My rules! My rules!
People who didn't notice these things at the dawn of time, and therefore didn't create their own homebrew RPG systems that made actual sense to them fell into The Great Miasma, never to return from thence. They are there today, wandering soul'striken from edition to edition, ever groaning, ever the darkened scowl and storm-brow furrowing...
Those who escaped to heather-fields of lightened systems a'joy in everlasting bliss, owners of their own worlds... worlds that make sense to them, that do not change on some corporate cretin's whimsy-doodle. Ahhh... fair winds a'light to catch my sails, thou blessed thing! My rules! My rules!
Elthos World Weaving - The Slow Build
One of the things that I really love about Gamemastering is the exploration process of my World. I started out with a story concept that serves as the general Back Story for the Campaign. This larger scale Back Story Campaign is what you might call the Meta Campaign in so far as I may have any number of Campaigns within it, and all of them are in some way offshoots or tied in with the Meta Campaign.
The characteristics of the Meta Campaign are philosophical in nature. It answers questions such as "What is the nature of reality?", "Who are the Elkron (Deities of my World of Elthos), and what is their purpose?", "What is the foundation of Kingship (or why do the Elkron establish Kingdoms)?", "What are the alliances of the Elkron, and why did they align in this way rather than any other way?", "Why do the Elkron behave the way they do?", "Who are the primary villains of the World, and why?"
These are some of the questions that form the basis for the Meta Campaign, and from these I can formulate any number of (sub) Campaigns which may touch on specific aspects within any one or more of those questions. For example, "Why do the Elkron demand Quests?" can be explored in a Campaign about The Hallows of King Oswald. In it, every seventh year he must prove his virtue and Right To Sovereignty by obtaining, or re-acquiring one of the 13 Hallows (Scepter, Crown, Sword, Shield, etc). Through this ordeal he proves that he is an unblemished Guardian of the Flock (the common people are sheep in the analogy), still able to protect them from the ravages of the Wolves (evils of various supernatural kinds (such as famine, plague, infertility, etc), more often than not visited on the Kingdom by one of the opposing Elkron, or their minions).
Within each Campaign I may have any number of Adventures identified. Each Adventure essentially comprises a chapter or scene or particular challenge within the story. They may include things like "The Theft of the King's Shield", "The Heroes are Summoned", "The King Embarks to the West", "The Dragon's Lair", "Battle of the Shield", "The Journey Home". Each of these might play out as one or more game sessions. Some of them may last months or years, depending on what the Players decide to do, and / or how lucky / effective they are.
The result of this process is what I like to call The Slow Build. The concept underlying the adventures are symbolic and meaningful in relation to the Meta Campaign, and as such they may be reflected through the story very slowly over time, clue by clue. They may answer questions such as "What does the King's Shield represent?", "Why does the King hold Hallows Quests every seven years?", "Who is Sovereignty and what is Oswald's relationship to her?" and so on. The Slow Build, as an approach, means that the adventures may well be all about killing things and taking their stuff, but in addition to that it unveils mysteries about the nature of the World of Elthos itself. In fact, the focus on the Kill-Monsters-Take-Stuff aspect alone would deprive the Player Characters of some of the deeper insights embedded in the World's allegorical underpinnings. And these expressions are reflections, as elusive and ethereal as they may be, of our own world's less known mystical undercurrents, and so it might also desprive the Players of some interesting insights as to our own world's history in the realm of idea.
For instance, one might ask very similar questions regarding King Arthur's Quest for the Holy Grail. What did the Grail represent? Why did the Quest result in the disintegration of Arthur's Kingdom? Or was it rather a sign that the Kingdom had already failed because of the spiritual imperfections of Arthur and the Knights of the Round Table?
By structuring my World's Campaigns within the Context of the Meta Campaign it allows me to build out the story, and it's allegorical reflections, in a slow, methodical, and some might say mystical fashion. I rather enjoy it, really. And I think my players do, too. And in the process I feel we all learn something that might never otherwise have come to light. Slow Build. Good stuff. :)
Also, as an aside to this post, I'd like to mention that I am currently holding an Open Beta Test of the Elthos RPG and Mythos Machine, for free, and that you are invited to participate in exchange for any feedback you care to give. I'm looking for as much feedback as possible in order, of course, to improve and finalize the products. Please feel free to register an account for yourself on http://Elthos.com and explore the Rules and Web Application, both of which are available through the site. Don't forget to provide feedback! Thanks! :)
Also, here is a Review of Elthos by Mark Knights in case you want to find out more about the project and what I'm up to with it. Thanks again to Mark Knights for this sterling and awesome review!!
The characteristics of the Meta Campaign are philosophical in nature. It answers questions such as "What is the nature of reality?", "Who are the Elkron (Deities of my World of Elthos), and what is their purpose?", "What is the foundation of Kingship (or why do the Elkron establish Kingdoms)?", "What are the alliances of the Elkron, and why did they align in this way rather than any other way?", "Why do the Elkron behave the way they do?", "Who are the primary villains of the World, and why?"
These are some of the questions that form the basis for the Meta Campaign, and from these I can formulate any number of (sub) Campaigns which may touch on specific aspects within any one or more of those questions. For example, "Why do the Elkron demand Quests?" can be explored in a Campaign about The Hallows of King Oswald. In it, every seventh year he must prove his virtue and Right To Sovereignty by obtaining, or re-acquiring one of the 13 Hallows (Scepter, Crown, Sword, Shield, etc). Through this ordeal he proves that he is an unblemished Guardian of the Flock (the common people are sheep in the analogy), still able to protect them from the ravages of the Wolves (evils of various supernatural kinds (such as famine, plague, infertility, etc), more often than not visited on the Kingdom by one of the opposing Elkron, or their minions).
Within each Campaign I may have any number of Adventures identified. Each Adventure essentially comprises a chapter or scene or particular challenge within the story. They may include things like "The Theft of the King's Shield", "The Heroes are Summoned", "The King Embarks to the West", "The Dragon's Lair", "Battle of the Shield", "The Journey Home". Each of these might play out as one or more game sessions. Some of them may last months or years, depending on what the Players decide to do, and / or how lucky / effective they are.
The result of this process is what I like to call The Slow Build. The concept underlying the adventures are symbolic and meaningful in relation to the Meta Campaign, and as such they may be reflected through the story very slowly over time, clue by clue. They may answer questions such as "What does the King's Shield represent?", "Why does the King hold Hallows Quests every seven years?", "Who is Sovereignty and what is Oswald's relationship to her?" and so on. The Slow Build, as an approach, means that the adventures may well be all about killing things and taking their stuff, but in addition to that it unveils mysteries about the nature of the World of Elthos itself. In fact, the focus on the Kill-Monsters-Take-Stuff aspect alone would deprive the Player Characters of some of the deeper insights embedded in the World's allegorical underpinnings. And these expressions are reflections, as elusive and ethereal as they may be, of our own world's less known mystical undercurrents, and so it might also desprive the Players of some interesting insights as to our own world's history in the realm of idea.
For instance, one might ask very similar questions regarding King Arthur's Quest for the Holy Grail. What did the Grail represent? Why did the Quest result in the disintegration of Arthur's Kingdom? Or was it rather a sign that the Kingdom had already failed because of the spiritual imperfections of Arthur and the Knights of the Round Table?
By structuring my World's Campaigns within the Context of the Meta Campaign it allows me to build out the story, and it's allegorical reflections, in a slow, methodical, and some might say mystical fashion. I rather enjoy it, really. And I think my players do, too. And in the process I feel we all learn something that might never otherwise have come to light. Slow Build. Good stuff. :)
Also, as an aside to this post, I'd like to mention that I am currently holding an Open Beta Test of the Elthos RPG and Mythos Machine, for free, and that you are invited to participate in exchange for any feedback you care to give. I'm looking for as much feedback as possible in order, of course, to improve and finalize the products. Please feel free to register an account for yourself on http://Elthos.com and explore the Rules and Web Application, both of which are available through the site. Don't forget to provide feedback! Thanks! :)
Also, here is a Review of Elthos by Mark Knights in case you want to find out more about the project and what I'm up to with it. Thanks again to Mark Knights for this sterling and awesome review!!
Monday, September 14, 2015
1st Review of Elthos RPG & Mythos Machine!
News Flash - Just in! The very first official independent review of Elthos RPG Mythos Machine ... Wow! I am Bloooowwwwwnnnn Awaaay! WOW!! This is really an awesome Review!
But first ... Please meet
Mark Knights, one of the Elthos RPG Mythos Machine Open Beta Testers sent along by way of Rachel Ventura (Thank you Rachel!!). He's an awesome guy!
After poking around at the thing during the Open Beta, Mark kindly decided to write up a review of the Elthos RPG & Mythos Machine. I could not possibly be more delighted. So after a few weeks of patient waiting while he continued his exploration of Elthos RPG and the Mythos Machine (as well as many other things besides, not the least of which setting up his own Gaming Shop business named "Games On Board"), I am now happy to present his review to you via a link to his blog article...Please take a few minutes to link over and read this amazing Review!
I can't possibly thank Mark enough for this fabulous and incredibly positive review, and for the fact that he took the time to take a comprehensive look at the Elthos RPG Core Rules and give the Mythos Machine a thorough test drive. His observations about how they are designed to be a fully integrated system are spot on, and I feel he really grasps the big picture view of what makes Elthos RPG & Mythos Machine truly compelling. Many tens of thousands of Thanks to Mark Knights for this wonderful review!
Also, I would like to point you in the direction of Mark's "Games On Board" intel, so you can catch up on what he's working on, and offer your support as well. Mark is an awesome guy, and I hope he has the most excellent of successes living the dream and running a business which will bring joyous gaming adventures and untold fun to the lucky folks in his neighborhood. Thanks Mark! And best wishes on your projects!
But first ... Please meet
After poking around at the thing during the Open Beta, Mark kindly decided to write up a review of the Elthos RPG & Mythos Machine. I could not possibly be more delighted. So after a few weeks of patient waiting while he continued his exploration of Elthos RPG and the Mythos Machine (as well as many other things besides, not the least of which setting up his own Gaming Shop business named "Games On Board"), I am now happy to present his review to you via a link to his blog article...Please take a few minutes to link over and read this amazing Review!
I can't possibly thank Mark enough for this fabulous and incredibly positive review, and for the fact that he took the time to take a comprehensive look at the Elthos RPG Core Rules and give the Mythos Machine a thorough test drive. His observations about how they are designed to be a fully integrated system are spot on, and I feel he really grasps the big picture view of what makes Elthos RPG & Mythos Machine truly compelling. Many tens of thousands of Thanks to Mark Knights for this wonderful review!
Friday, July 31, 2015
Elthos RPG Beta Test Report - July
Hi everyone. July has seen some significant progress in the development of the Elthos RPG and supporting Web Application known as The Mythos Machine, and I'm quite happy to say that the feedback I've gotten has been tremendously helpful. Among the items that have been improved or are currently being worked on:
1. Beta Video Tutorials have been created and linked to a InfoGraphic display of the Primary Features of the Mythos Machine.
2. A variety of forms have been improved to make the application more attractive and more responsive.
3. World Templates have been added and I now have two, Fantasy and Wild West to select from. More will follow, one for each genre.
4. Site Administration and Reporting has been improved.
5. Rules Book Updates have been ongoing and I am now on Version #8 of the Final Draft (oxymoronic in a way, but ... )
6. Some minor bugs were crushed.
7. Improvements made to the World Print Report. New options for output were added, and filters improved.
8. Working on but have not completed a re-rationalization of the Magic Categories System.
9. Planning for the Wandering Monsters System drawn up and reviewed.
10. I produced a tidy little FAQ regarding the project.
So, I'm making steady progress with it, although I admit it feels like I'm moving at museum speed. I also have to say that the revised Beta is working somewhat better than the Beta 24. It seems that it will be a slow pick up in terms of getting people on the system and trying it out. For one thing, we've had the big lead up to GenCon 2015 and my guess is that almost everyone who is into RPGs is there at this point... except yours truly, and I guess the rest of us who couldn't make it this year. So I can't expect to make much of a dent with the Beta Test at the moment. Understood. Still, I will keep trying.
My guess is that Elthos will be among the early crop of a new breed of GM Helper Software products, and it will take some time for these tools to become well known and popular. There's a lot of hurdles ahead. Pricing, marketing, and improving the products will take a lot of work, and probably a considerable amount of time to build up steam and take off. I'm ok with that. For one thing, I don't feel a dreadful need to rush ahead. Anyone who knows me and has followed the Elthos Project will know what a wonderful understatement that is. For those who don't, I started working on this project in 1978. In 2004 I taught myself programming in order to create GM Helper software based on my Elthos Rules. By 2000 I had a fully realized feature rich Visual Basic application that does a lot of what you see today in terms of features on Roll20, Fantasy Grounds and other similar applications, and quite a bit more that you don't see.
Unfortunately, the original Elthos Gamesmaster's Toolbox application was written in Visual Basic, which means that it was simply too buggy to send out into the wild. I tooled around with it and used it for my own games for half a decade before deciding to shelve it for the next big thing. So in 2006 I started work on a mini-system called the Elthos "One Die System" for use by the Literary RPG Society of Westchester, and then in 2007 I began programming that system for use via a Web Browser. My goal was to create a light weight mini-system that would be easy to learn, and easy to run, providing GMs with the ability to create their own Worlds based on the Elthos RPG rules. That system is called The Mythos Machine, and I've been using it among my friends since 2009, making various updates and improvements and making sure that the Rules and the Mythos Machine are coherent and work nicely. So far so good. I'm now in Open Beta and looking forward to people trying it out and hopefully getting useful feedback.
Ok. Back to the salt mine here. For those of you at GenCon have a great time! I'm totally jealous.
But for those who are not at GenCon and maybe looking for an interesting RPG thing to check out ... Elthos RPG Mythos Machine might just be the thing. Please take a peek and let me know what you think of it.
You can find it here: http://elthos.com
Just click the floating Cosmological Map card to get started, and make a free Beta account for yourself. Scroll down the Main Screen to find the Beta Tutorial Videos to get an idea of what the Mythos Machine is about. I do hope people will find it fun to use and useful!
If you want to get a quickie idea of what the Mythos Machine is about you can check out these videos which shows off a little bit about the Mythos Machine's Primary features...
Player Viewpoint
Create a World
World Configuration Options
Create Places in your World
Create Campaigns in your Places
Create Adventures in your Campaigns
Manage the Things of your World
Manage Races of your World
Enjoy!
:)
1. Beta Video Tutorials have been created and linked to a InfoGraphic display of the Primary Features of the Mythos Machine.
2. A variety of forms have been improved to make the application more attractive and more responsive.
3. World Templates have been added and I now have two, Fantasy and Wild West to select from. More will follow, one for each genre.
4. Site Administration and Reporting has been improved.
5. Rules Book Updates have been ongoing and I am now on Version #8 of the Final Draft (oxymoronic in a way, but ... )
6. Some minor bugs were crushed.
7. Improvements made to the World Print Report. New options for output were added, and filters improved.
8. Working on but have not completed a re-rationalization of the Magic Categories System.
9. Planning for the Wandering Monsters System drawn up and reviewed.
10. I produced a tidy little FAQ regarding the project.
So, I'm making steady progress with it, although I admit it feels like I'm moving at museum speed. I also have to say that the revised Beta is working somewhat better than the Beta 24. It seems that it will be a slow pick up in terms of getting people on the system and trying it out. For one thing, we've had the big lead up to GenCon 2015 and my guess is that almost everyone who is into RPGs is there at this point... except yours truly, and I guess the rest of us who couldn't make it this year. So I can't expect to make much of a dent with the Beta Test at the moment. Understood. Still, I will keep trying.
My guess is that Elthos will be among the early crop of a new breed of GM Helper Software products, and it will take some time for these tools to become well known and popular. There's a lot of hurdles ahead. Pricing, marketing, and improving the products will take a lot of work, and probably a considerable amount of time to build up steam and take off. I'm ok with that. For one thing, I don't feel a dreadful need to rush ahead. Anyone who knows me and has followed the Elthos Project will know what a wonderful understatement that is. For those who don't, I started working on this project in 1978. In 2004 I taught myself programming in order to create GM Helper software based on my Elthos Rules. By 2000 I had a fully realized feature rich Visual Basic application that does a lot of what you see today in terms of features on Roll20, Fantasy Grounds and other similar applications, and quite a bit more that you don't see.
Unfortunately, the original Elthos Gamesmaster's Toolbox application was written in Visual Basic, which means that it was simply too buggy to send out into the wild. I tooled around with it and used it for my own games for half a decade before deciding to shelve it for the next big thing. So in 2006 I started work on a mini-system called the Elthos "One Die System" for use by the Literary RPG Society of Westchester, and then in 2007 I began programming that system for use via a Web Browser. My goal was to create a light weight mini-system that would be easy to learn, and easy to run, providing GMs with the ability to create their own Worlds based on the Elthos RPG rules. That system is called The Mythos Machine, and I've been using it among my friends since 2009, making various updates and improvements and making sure that the Rules and the Mythos Machine are coherent and work nicely. So far so good. I'm now in Open Beta and looking forward to people trying it out and hopefully getting useful feedback.
Ok. Back to the salt mine here. For those of you at GenCon have a great time! I'm totally jealous.
But for those who are not at GenCon and maybe looking for an interesting RPG thing to check out ... Elthos RPG Mythos Machine might just be the thing. Please take a peek and let me know what you think of it.
You can find it here: http://elthos.com
Just click the floating Cosmological Map card to get started, and make a free Beta account for yourself. Scroll down the Main Screen to find the Beta Tutorial Videos to get an idea of what the Mythos Machine is about. I do hope people will find it fun to use and useful!
If you want to get a quickie idea of what the Mythos Machine is about you can check out these videos which shows off a little bit about the Mythos Machine's Primary features...
Player Viewpoint
Create a World
World Configuration Options
Create Places in your World
Create Campaigns in your Places
Create Adventures in your Campaigns
Manage the Things of your World
Manage Races of your World
Enjoy!
:)
Tuesday, June 30, 2015
Why I love Elthos RPG
When I discovered D&D as a freshman in high school back in 1978, I immediately wanted to Gamemaster my own World. That was my instant reaction. I was duly informed that our town’s Society of Gamemasters was strictly Anti-Gygaxian (for a variety of reasons, not including that we didn't like OD&D, though we all admitted it had its flaws) and while you could use the three original rules books to do so, it was required that every GM create their own rules system. And so, Elthos was born in 1978. Naturally, like all good parents, I love my baby.
What Elthos had going for it in 1978 are still features that I like today. Elthos' foundations are loosely (very) based on the original three RPG booklets, and so it has the classic RPG tropes of Classes, Races, Hit Points, and so forth. Nothing unusual there. However, under the hood it’s a lot cleaner and more modularized than OD&D. What I wanted from my RPG was a system that could expand indefinitely without my having to add a new chart every time I wanted to add a new skill or weapon, or power to the thing. It uses a tidy little General Resolution Matrix as the core mechanic for what we moderns call "Conflict Resolution", the same one that I created in 1978. The idea is that every action has an associated Skill and conditions which create a Level of Difficulty. So the odds of success for all actions can be summed up as a ratio of the Skill Level vs. the Difficulty Level. It’s simple, flexible, and I'm pretty happy with it. Because, of course, it’s mine. Or maybe because it's a good system. Who knows?
Like most parents I dote over Elthos quite a bit, and have tried my best over the years to see that she develops into not only a wonderful rules system, but also a wonderful World. I am probably overly proud of her to some degree. The fact is, I have been Gamesmastering Elthos for a little over 30 years now, and I’m still having an absolute blast with it. RPGing is one of the best hobbies ever created. I honestly think so.
After a long stint real world adventures wherein I hitchhiked around America for about 10 years, and did some very fabulous world travel after that, I met a Japanese-German aristocrat-wizard going by the name of Count Lowengrin VIII, who gave me my first medieval classic as a gift; Tristan & Isolde by Strassboug. He suggested that if I liked it (which I very much did) that I should continue in that vein by following the trail of books listed in the bibliography. That led me on to other medieval classics such as Parzival by Von Eschenbach, The Quest for the Holy Grail, Sir Gwaine and the Green Knight, Piers the Plowsman, The Death of King Arthur, The Ladder of Perfection, and many, many others. After I devoured every medieval classic I could get my hands on in second hand book shops, I went in for Greek, Roman, Biblical and Sumerian Literature, finally circling back around to give Medieval another grand pass after about 10 years of prodding bookshelves across the country. So, another thing that I love about Elthos is that she has encouraged me to become something of a scholar on the topic of Classical Literature. Naturally, this all has helped me considerably with the story aspects of my game and it’s been quite illuminating in a number of ways I won’t go into here.
After my stint on the road I decided to go back to college and get a Bachelor’s Degree in History. I graduated with Highest Distinction and was accepted into the Fraternal Society of Historians, Phi Alpha Theta. This too was motivated by my love of Elthos as I wanted to be able to Gamesmaster Campaigns that had not only a literary flair, but were also, to whatever degree practical for gaming purposes, historically grounded, at least in so far as I understood things such as medieval engineering, how kings and queens operated amongst the nobility, what peasant life was like, and that sort of thing. I was interested in the grand sweep and panorama of the historical process, and how civilizations are born, thrive, get old and eventually die. The highlight of my college experience was my ‘Student Year Abroad’ wherein I found myself studying Ecclesiastical History, Latin and Medieval Studies at Edinburgh University in Scotland. That was utterly grand. I took the opportunity to travel all over Britain, Holland, France, Austria, Germany and Greece looking at ancient castles, ruins, cathedrals and cities. All to the good of my Gamesmastering Elthos. In addition to my study of history, I also became an avid fan and student of Political Theory and studied Thucydides, Socrates, Plato and Aristotle, among quite a few others. I was so enamored by Political Theory, in fact, I was offered a chance to skip taking a Master’s Degree and got accepted directly into the Ph.D. program for Political Theory at Boston College. I declined the offer, but Political Theory gained a strong undercurrent in Elthos. It’s a fascinating subject, that had it not been for Elthos I probably would never have encountered.
The Elthos World evolved over time, beginning with The Iron Legions of Telgar Campaign in 1978, and progressing to The City of Stone Campaign by 1986, and then evolving into the Korack Campaign by 1994, and finally the Hamfest and Hobbington Campaigns of the 2000’s. The style of the World is a fusion of medieval and celtic fantasy, Arthurian Romance, fairyland, and science fiction. It’s formed one continuous three decade story, some of which I took the opportunity to record and transcribe into several novel sized books (263,000 words comprise the written version of the 2011-2013 Hobbington Campaign). These books are enormously fun for me to read, and they may actually even be enjoyable in their own right. I’m not sure. But at any rate, I really enjoyed writing them and posting the chapters to my blog. So in this sense, I love Elthos because it’s creative inspirations take on myriad of forms, inspiring me to become a writer, artist, musician, cartographer, improvisational actor and a poet, all of which I’ve used in my games.
Naturally once I graduated from College I had to find gainful employment of some sort. History was not going to do, nor was Political Theory. These are wonderful studies, but in 1994 it seems increasingly clear that there was not going to be any money in either, and the best one could hope for would be a marginal chance of making a long term career as a tenured professor. That might have been an idyllic life for me, in theory, but other concerns turned me aside, not the least of which being that I had already spent 10 years on the road and so was about a decade behind in career building. So after graduation I was casting about for what to do. I hadn’t much of a clue, frankly. But once again Elthos gave me an interesting idea. In 1994 I began working slowly but steadily on developing Gamemaster Software. My desire to create Gamesmastering software for Elthos impelled me into my next career – Software Engineer. I mean how much can you ask from an RPG, really? I think I’ve gotten my money’s worth!
But still, the story goes on. In 1994, after a two month stint with my friend David Kahn learning the basics of DOS in Minneapolis, I began to self-study QBasic at my kitchen table after work, and created my first set of Gamemaster programs; a random monster generator, and my first on-screen hex grid with moveable “pieces”. At that point I had begun the (unexpectedly long term) task of programming the Elthos Rules into a Gamemaster utility I called The Gamesmaster’s Toolbox, in Visual Basic. Those of you who know my nom-de-plume may guess what my opinion of VB turned out to be ere the end of that process.
Thus my work on Elthos translated into a 20 year stint as a professional Programmer/Analyst at a mid-sized Corporation in Connecticut. All the while I tinkered away at the Elthos Program during my off hours. First I created a full blown and incredibly comprehensive Gamesmaster’s Toolbox in Visual Basic, which took me from 1994 until 2000 to complete. Although I thoroughly enjoyed the challenge of programming the GM Toolbox, and used that as impetus to teach myself database design, SQL, and ASP, all of which rocketed my career forward, and I think the project has some interesting features that I still haven’t seen anyone else tackle, Visual Basic, if you don’t know, is kind of a broken and peculiar language that people love to hate for good reason. And so, despite the Gamemaster’s Toolbox’s wondrous charms, in the end I couldn’t see sending it out into the wild, despite six years of work on it. It was simply too buggy and I figured I’d get buried under an avalanche of tech support calls. Oh well. Shrug it off and move on. Instead of putting it into the public domain, I simply chiseled away at it, simplifying the back end code, rationalizing the database structure, and adding what I felt were cool and interesting features for another six years. Yay for me. I’m pretty sure at this point history will conclude that I probably didn’t handle this in the best possible way so far as getting Elthos published is concerned. Ok, don’t rush me. I’m a slow-poke, I know.
All that said, I did do at least one very interesting thing with the Gamemaster’s Toolbox. I ran an RPG Game Club for kids through our local Community Center, and another one through private contacts, and in total made about $2500 Gamemastering overall. I wanted to prove that it is possible to make money at Gamemastering. The reason is because I’m convinced that in the future it will form the foundations of a new entertainment industry of live Gamemastering in conjunction with the advanced technology of the computer age. It’s a hunch, and I feel that with Elthos I was able to take the first step in that direction. So I can add this to the list of amazing things that Elthos helped inspire me to do.
Another thing that I should probably mention about Elthos that I really like is the Alignment System that I worked out for it. I was rather put off by the original Alignment System stuff from early editions of D&D because they seemed to be too static, and too restrictive on the Players. But I did like the concept of Alignment, I just wanted it to work differently. What I did was worked out a mathematical way of tracking Alignment, and using the idea the two axises to formulate a metaphysics that could form the basis of that system. So when Players do things with their Characters that have moral (good vs evil) or metaphysical (law vs chaos) implications I find out from them what the motive of the character was (can be things like 'friendship', 'altruism', 'revenge', 'adventurousness', etc) which have a Morality Rating, and that sets the Good / Evil value, and I assign the Metaphysical according to the the nature of the event. So for example, if Robin Hood steals from the rich to give to the poor, it is stealing which is Chaotic (-3 LawChaos), but the motive is Charity which is Good (+2 GoodEvil). That makes Robin Hood's action Chaotic Good, and his Alignment changes by that amount. So if he started the game at LC 4, GE 3, he would be at LC 1, and GE 5 when he does his thing. So instead of telling players "No, you said you're Lawful Good so your Character can't do that", I simply ask, "What was the motive?" and then chart it out. If the Player really wants a Lawful Good Character they can certainly have one - so long as their Character behaves accordingly. Naturally, when the numbers get to certain levels then the Deities may notice and begin to interact with the Character based on their Alignment. I should note that after 30 years or so of playing Alignment this way, I've found that despite what many Players say they want, most turn out to hover around neutral for most of their careers. Interesting.
Also, in relation to this, I wanted to have my Alignment System tie into my Metaphysical system for my World as well. To this end I spent a number of years researching the Tarot and Astrology, numerology and Kabalah to try to put together a system of symbols and correspondences that would serve a useful purpose for me as Gamemaster. A problem that I had GMing for the first decade or so was that I wanted to have some sort of underlying symbolism in my World that made some sort of sense. So when the Priest stood up on the dais and pronounced that the Eagle Flying from the West means that some great event was going to happen, that it would actually be symbolically significant, and if you as the Player understood the symbolism you could correctly interpret the events. Kind of esoteric, but I thought it would be a grand thing to have. So after a number of years of tinkering around with it I finally managed to work out which alignments fit with which astrological signs, and from that which tarot cards go with which signs and planets, and so on. The final result is the Elthos Tarot Deck. The artwork was done by Jason Moser, and he did an amazing job, and I think the Deck looks great. You can see the back facing card showing the Cosmological Map at the top of my post. It ties together my metaphysics and my Alignment System and gives me a symbolic framework which underlies the spiritual aspects of my World. Kinda fun. I've used it to good effect on numerous occasions and it's another thing I love about Elthos.
In 2006 I founded the Literary Role Playing Game Society in Westchester, NY, with the objective to tackle the question “How can we make our Worlds higher quality, and obtain more literary aspects with our Gamemastering?” So this was another offshoot of my work on Elthos, and through it I made a host of new friends with whom I held a long string of really fabulous meetings at our local pub talking Gamesmastering. Lots of great ideas came out of those discussions.
In the process, I realized it would be quite cool to have a mini-version of Elthos to try things out with in the pub, unobtrusively… my new goal was to make an RPG Mini-System. So I started work on a complete distillation of my original Elthos Rules, and came up with The Elthos “One Die System” that uses one six-sided die to run the entire game. It took me about three months to figure out how to do so with the required amount of elegance. Every aspect of the original rules was either shaved off, or shrunk down to tiny size. Attack Levels go from one to six. Armor Classes go from one to six. Weapons do 1d6 plus or minus 1, depending on size. The idea was to create a rules system that uses small numbers and as few charts as possible to run a full blooded RPG World. I wanted it to be genre-neutral as well so I could use it to run any kind of Campaign I may come up with in the future. Wild West with Magic? No problem. Sci-Fi with Space Giants? Yup, can do. And so on. And by using what I call tiny-numbers math it would also make it possible to Gamemaster the Elthos ODS in my head without too much strain. I wanted to get past the days of heavy number crunching and brain fatigue by the end of a gaming session. Those were the design goals for the Elthos ODS. As the original Elthos was designed to be modular to begin with, it wasn’t all that difficult a task, comparatively speaking.
The funny thing is, we never actually used it at the Literary RPG Society meetings, but once it was in rough shape and seemed to work pretty nicely, it gave me another idea.
What if I programed the One Die System into a Web Application using ASP.Net and SQL Server? The new Elthos ODS would be far easier to program than the original system, and it could form a code base that would have the virtues of compactness and simplicity. By making it a Web Application I could host it online on one server, and any updates would automatically propagate to everyone who might be using the system. It would give Gamemasters a way to be able to build their Worlds online from anywhere, and also provide a way to allow Gamemasters to share their creations with each other. Bingo. That really sounded like a great idea. Thanks Elthos!
The programming and design work went quite well between 2007 through 2013. Once the basic concept was fleshed out in 2008, I began Play Testing it with some friends. That went on for quite some time, and between 2008 and 2015 I have played somewhere around 300 games with it. During this period we ironed out various kinks and whatnot, and at this point, to be honest, I like the ODS better than the original system. It does everything that the original system did, only much more simply. It works very nicely for me and I’m pretty happy with it. The Mythos Machine has almost all of the features that the original Gamemaster’s Toolbox has, except for the Virtual Table Top mapping utility that lets you paint maps with different terrains that keeps track of movement, and the part of the original application that ran and tracked combat. I decided that I should focus the Mythos Machine on being a Gamemaster Prep Tool, rather than bring in the Virtual Tabletop aspect of the original Gamemaster’s Toolbox. Good choice? Bad choice? Who knows? But the truth is, I still have the original Gamesmaster's Toolbox code and it's really not all that difficult these days to convert over to the web. So I'll probably get around to it, if I get far enough. Of course since I function at museum speed it might be quite some time before I get around to that. We'll see.
In 2014 all the features for a Phase I deployment were complete and I named it The Mythos Machine. I then upgraded the Mythos Machine in order to augment it with additional dice options which I named the Opti-Die System (still ODS), and added a number of other enhancements and features that were not part of the original Gamemaster’s Toolbox. Finally, I decided to go whole hog and share it with others on the Internet, and so it will go into a Rolling Open Beta in a few days. I’m pretty excited about it. For those who may be interested in what the Mythos Machine feature set includes, you can take a gander at this Diagram which outlines its primary features.
So, what do I love about Elthos RPG? Not only is she a great RPG system, and a wonderful World, but she’s the also been the foundation of my studies, my career, my writing, artwork and poetry, and as far as I’m concerned, in her totality she represents a solid step forward as a representation of the RPG as a new art form for the 21st Century. My hope is that she will continue to prosper and add many joys for myself and others in the years to come.
What Elthos had going for it in 1978 are still features that I like today. Elthos' foundations are loosely (very) based on the original three RPG booklets, and so it has the classic RPG tropes of Classes, Races, Hit Points, and so forth. Nothing unusual there. However, under the hood it’s a lot cleaner and more modularized than OD&D. What I wanted from my RPG was a system that could expand indefinitely without my having to add a new chart every time I wanted to add a new skill or weapon, or power to the thing. It uses a tidy little General Resolution Matrix as the core mechanic for what we moderns call "Conflict Resolution", the same one that I created in 1978. The idea is that every action has an associated Skill and conditions which create a Level of Difficulty. So the odds of success for all actions can be summed up as a ratio of the Skill Level vs. the Difficulty Level. It’s simple, flexible, and I'm pretty happy with it. Because, of course, it’s mine. Or maybe because it's a good system. Who knows?
Like most parents I dote over Elthos quite a bit, and have tried my best over the years to see that she develops into not only a wonderful rules system, but also a wonderful World. I am probably overly proud of her to some degree. The fact is, I have been Gamesmastering Elthos for a little over 30 years now, and I’m still having an absolute blast with it. RPGing is one of the best hobbies ever created. I honestly think so.
After a long stint real world adventures wherein I hitchhiked around America for about 10 years, and did some very fabulous world travel after that, I met a Japanese-German aristocrat-wizard going by the name of Count Lowengrin VIII, who gave me my first medieval classic as a gift; Tristan & Isolde by Strassboug. He suggested that if I liked it (which I very much did) that I should continue in that vein by following the trail of books listed in the bibliography. That led me on to other medieval classics such as Parzival by Von Eschenbach, The Quest for the Holy Grail, Sir Gwaine and the Green Knight, Piers the Plowsman, The Death of King Arthur, The Ladder of Perfection, and many, many others. After I devoured every medieval classic I could get my hands on in second hand book shops, I went in for Greek, Roman, Biblical and Sumerian Literature, finally circling back around to give Medieval another grand pass after about 10 years of prodding bookshelves across the country. So, another thing that I love about Elthos is that she has encouraged me to become something of a scholar on the topic of Classical Literature. Naturally, this all has helped me considerably with the story aspects of my game and it’s been quite illuminating in a number of ways I won’t go into here.
After my stint on the road I decided to go back to college and get a Bachelor’s Degree in History. I graduated with Highest Distinction and was accepted into the Fraternal Society of Historians, Phi Alpha Theta. This too was motivated by my love of Elthos as I wanted to be able to Gamesmaster Campaigns that had not only a literary flair, but were also, to whatever degree practical for gaming purposes, historically grounded, at least in so far as I understood things such as medieval engineering, how kings and queens operated amongst the nobility, what peasant life was like, and that sort of thing. I was interested in the grand sweep and panorama of the historical process, and how civilizations are born, thrive, get old and eventually die. The highlight of my college experience was my ‘Student Year Abroad’ wherein I found myself studying Ecclesiastical History, Latin and Medieval Studies at Edinburgh University in Scotland. That was utterly grand. I took the opportunity to travel all over Britain, Holland, France, Austria, Germany and Greece looking at ancient castles, ruins, cathedrals and cities. All to the good of my Gamesmastering Elthos. In addition to my study of history, I also became an avid fan and student of Political Theory and studied Thucydides, Socrates, Plato and Aristotle, among quite a few others. I was so enamored by Political Theory, in fact, I was offered a chance to skip taking a Master’s Degree and got accepted directly into the Ph.D. program for Political Theory at Boston College. I declined the offer, but Political Theory gained a strong undercurrent in Elthos. It’s a fascinating subject, that had it not been for Elthos I probably would never have encountered.
The Elthos World evolved over time, beginning with The Iron Legions of Telgar Campaign in 1978, and progressing to The City of Stone Campaign by 1986, and then evolving into the Korack Campaign by 1994, and finally the Hamfest and Hobbington Campaigns of the 2000’s. The style of the World is a fusion of medieval and celtic fantasy, Arthurian Romance, fairyland, and science fiction. It’s formed one continuous three decade story, some of which I took the opportunity to record and transcribe into several novel sized books (263,000 words comprise the written version of the 2011-2013 Hobbington Campaign). These books are enormously fun for me to read, and they may actually even be enjoyable in their own right. I’m not sure. But at any rate, I really enjoyed writing them and posting the chapters to my blog. So in this sense, I love Elthos because it’s creative inspirations take on myriad of forms, inspiring me to become a writer, artist, musician, cartographer, improvisational actor and a poet, all of which I’ve used in my games.
Naturally once I graduated from College I had to find gainful employment of some sort. History was not going to do, nor was Political Theory. These are wonderful studies, but in 1994 it seems increasingly clear that there was not going to be any money in either, and the best one could hope for would be a marginal chance of making a long term career as a tenured professor. That might have been an idyllic life for me, in theory, but other concerns turned me aside, not the least of which being that I had already spent 10 years on the road and so was about a decade behind in career building. So after graduation I was casting about for what to do. I hadn’t much of a clue, frankly. But once again Elthos gave me an interesting idea. In 1994 I began working slowly but steadily on developing Gamemaster Software. My desire to create Gamesmastering software for Elthos impelled me into my next career – Software Engineer. I mean how much can you ask from an RPG, really? I think I’ve gotten my money’s worth!
But still, the story goes on. In 1994, after a two month stint with my friend David Kahn learning the basics of DOS in Minneapolis, I began to self-study QBasic at my kitchen table after work, and created my first set of Gamemaster programs; a random monster generator, and my first on-screen hex grid with moveable “pieces”. At that point I had begun the (unexpectedly long term) task of programming the Elthos Rules into a Gamemaster utility I called The Gamesmaster’s Toolbox, in Visual Basic. Those of you who know my nom-de-plume may guess what my opinion of VB turned out to be ere the end of that process.
Thus my work on Elthos translated into a 20 year stint as a professional Programmer/Analyst at a mid-sized Corporation in Connecticut. All the while I tinkered away at the Elthos Program during my off hours. First I created a full blown and incredibly comprehensive Gamesmaster’s Toolbox in Visual Basic, which took me from 1994 until 2000 to complete. Although I thoroughly enjoyed the challenge of programming the GM Toolbox, and used that as impetus to teach myself database design, SQL, and ASP, all of which rocketed my career forward, and I think the project has some interesting features that I still haven’t seen anyone else tackle, Visual Basic, if you don’t know, is kind of a broken and peculiar language that people love to hate for good reason. And so, despite the Gamemaster’s Toolbox’s wondrous charms, in the end I couldn’t see sending it out into the wild, despite six years of work on it. It was simply too buggy and I figured I’d get buried under an avalanche of tech support calls. Oh well. Shrug it off and move on. Instead of putting it into the public domain, I simply chiseled away at it, simplifying the back end code, rationalizing the database structure, and adding what I felt were cool and interesting features for another six years. Yay for me. I’m pretty sure at this point history will conclude that I probably didn’t handle this in the best possible way so far as getting Elthos published is concerned. Ok, don’t rush me. I’m a slow-poke, I know.
All that said, I did do at least one very interesting thing with the Gamemaster’s Toolbox. I ran an RPG Game Club for kids through our local Community Center, and another one through private contacts, and in total made about $2500 Gamemastering overall. I wanted to prove that it is possible to make money at Gamemastering. The reason is because I’m convinced that in the future it will form the foundations of a new entertainment industry of live Gamemastering in conjunction with the advanced technology of the computer age. It’s a hunch, and I feel that with Elthos I was able to take the first step in that direction. So I can add this to the list of amazing things that Elthos helped inspire me to do.
Another thing that I should probably mention about Elthos that I really like is the Alignment System that I worked out for it. I was rather put off by the original Alignment System stuff from early editions of D&D because they seemed to be too static, and too restrictive on the Players. But I did like the concept of Alignment, I just wanted it to work differently. What I did was worked out a mathematical way of tracking Alignment, and using the idea the two axises to formulate a metaphysics that could form the basis of that system. So when Players do things with their Characters that have moral (good vs evil) or metaphysical (law vs chaos) implications I find out from them what the motive of the character was (can be things like 'friendship', 'altruism', 'revenge', 'adventurousness', etc) which have a Morality Rating, and that sets the Good / Evil value, and I assign the Metaphysical according to the the nature of the event. So for example, if Robin Hood steals from the rich to give to the poor, it is stealing which is Chaotic (-3 LawChaos), but the motive is Charity which is Good (+2 GoodEvil). That makes Robin Hood's action Chaotic Good, and his Alignment changes by that amount. So if he started the game at LC 4, GE 3, he would be at LC 1, and GE 5 when he does his thing. So instead of telling players "No, you said you're Lawful Good so your Character can't do that", I simply ask, "What was the motive?" and then chart it out. If the Player really wants a Lawful Good Character they can certainly have one - so long as their Character behaves accordingly. Naturally, when the numbers get to certain levels then the Deities may notice and begin to interact with the Character based on their Alignment. I should note that after 30 years or so of playing Alignment this way, I've found that despite what many Players say they want, most turn out to hover around neutral for most of their careers. Interesting.
Also, in relation to this, I wanted to have my Alignment System tie into my Metaphysical system for my World as well. To this end I spent a number of years researching the Tarot and Astrology, numerology and Kabalah to try to put together a system of symbols and correspondences that would serve a useful purpose for me as Gamemaster. A problem that I had GMing for the first decade or so was that I wanted to have some sort of underlying symbolism in my World that made some sort of sense. So when the Priest stood up on the dais and pronounced that the Eagle Flying from the West means that some great event was going to happen, that it would actually be symbolically significant, and if you as the Player understood the symbolism you could correctly interpret the events. Kind of esoteric, but I thought it would be a grand thing to have. So after a number of years of tinkering around with it I finally managed to work out which alignments fit with which astrological signs, and from that which tarot cards go with which signs and planets, and so on. The final result is the Elthos Tarot Deck. The artwork was done by Jason Moser, and he did an amazing job, and I think the Deck looks great. You can see the back facing card showing the Cosmological Map at the top of my post. It ties together my metaphysics and my Alignment System and gives me a symbolic framework which underlies the spiritual aspects of my World. Kinda fun. I've used it to good effect on numerous occasions and it's another thing I love about Elthos.
In 2006 I founded the Literary Role Playing Game Society in Westchester, NY, with the objective to tackle the question “How can we make our Worlds higher quality, and obtain more literary aspects with our Gamemastering?” So this was another offshoot of my work on Elthos, and through it I made a host of new friends with whom I held a long string of really fabulous meetings at our local pub talking Gamesmastering. Lots of great ideas came out of those discussions.
In the process, I realized it would be quite cool to have a mini-version of Elthos to try things out with in the pub, unobtrusively… my new goal was to make an RPG Mini-System. So I started work on a complete distillation of my original Elthos Rules, and came up with The Elthos “One Die System” that uses one six-sided die to run the entire game. It took me about three months to figure out how to do so with the required amount of elegance. Every aspect of the original rules was either shaved off, or shrunk down to tiny size. Attack Levels go from one to six. Armor Classes go from one to six. Weapons do 1d6 plus or minus 1, depending on size. The idea was to create a rules system that uses small numbers and as few charts as possible to run a full blooded RPG World. I wanted it to be genre-neutral as well so I could use it to run any kind of Campaign I may come up with in the future. Wild West with Magic? No problem. Sci-Fi with Space Giants? Yup, can do. And so on. And by using what I call tiny-numbers math it would also make it possible to Gamemaster the Elthos ODS in my head without too much strain. I wanted to get past the days of heavy number crunching and brain fatigue by the end of a gaming session. Those were the design goals for the Elthos ODS. As the original Elthos was designed to be modular to begin with, it wasn’t all that difficult a task, comparatively speaking.
The funny thing is, we never actually used it at the Literary RPG Society meetings, but once it was in rough shape and seemed to work pretty nicely, it gave me another idea.
What if I programed the One Die System into a Web Application using ASP.Net and SQL Server? The new Elthos ODS would be far easier to program than the original system, and it could form a code base that would have the virtues of compactness and simplicity. By making it a Web Application I could host it online on one server, and any updates would automatically propagate to everyone who might be using the system. It would give Gamemasters a way to be able to build their Worlds online from anywhere, and also provide a way to allow Gamemasters to share their creations with each other. Bingo. That really sounded like a great idea. Thanks Elthos!
The programming and design work went quite well between 2007 through 2013. Once the basic concept was fleshed out in 2008, I began Play Testing it with some friends. That went on for quite some time, and between 2008 and 2015 I have played somewhere around 300 games with it. During this period we ironed out various kinks and whatnot, and at this point, to be honest, I like the ODS better than the original system. It does everything that the original system did, only much more simply. It works very nicely for me and I’m pretty happy with it. The Mythos Machine has almost all of the features that the original Gamemaster’s Toolbox has, except for the Virtual Table Top mapping utility that lets you paint maps with different terrains that keeps track of movement, and the part of the original application that ran and tracked combat. I decided that I should focus the Mythos Machine on being a Gamemaster Prep Tool, rather than bring in the Virtual Tabletop aspect of the original Gamemaster’s Toolbox. Good choice? Bad choice? Who knows? But the truth is, I still have the original Gamesmaster's Toolbox code and it's really not all that difficult these days to convert over to the web. So I'll probably get around to it, if I get far enough. Of course since I function at museum speed it might be quite some time before I get around to that. We'll see.
In 2014 all the features for a Phase I deployment were complete and I named it The Mythos Machine. I then upgraded the Mythos Machine in order to augment it with additional dice options which I named the Opti-Die System (still ODS), and added a number of other enhancements and features that were not part of the original Gamemaster’s Toolbox. Finally, I decided to go whole hog and share it with others on the Internet, and so it will go into a Rolling Open Beta in a few days. I’m pretty excited about it. For those who may be interested in what the Mythos Machine feature set includes, you can take a gander at this Diagram which outlines its primary features.
So, what do I love about Elthos RPG? Not only is she a great RPG system, and a wonderful World, but she’s the also been the foundation of my studies, my career, my writing, artwork and poetry, and as far as I’m concerned, in her totality she represents a solid step forward as a representation of the RPG as a new art form for the 21st Century. My hope is that she will continue to prosper and add many joys for myself and others in the years to come.
Thursday, June 18, 2015
Thoughts on Beta Testing
I'd like to talk about my Beta Test, as the process has been a great learning experience for me. I'm working on getting the Elthos RPG and The Mythos Machine (my web application that supports the rules) out to the public soon, and have been running a small Beta Test, called Beta 24.
The Beta 24 Setup
I wanted only 24 Beta Testers so that I could manage the incoming feedback and not be swamped, and use the experience to find the most efficient ways of storing and managing the incoming information. This way I can learn how to efficiently categorize and prioritize the feedback and make the process as useful as possible.
To set up the Beta 24 I created a Google+ Private Community called Beta 24. I created a 12 Weekly Goals program that would take about 1 hour a week to complete. I provided a document on how people can communicate, with instructions for those who may not be familiar with Google+. The communications channels are:
1. The Private Beta 24 Google+ Community
2. Google Hangouts
3. Mythos Machine Feedback Button
4. Elthos Website Private Beta 24 Forum
5. Direct Email to me.
I got 24 people to sign up. In the first week 18 of 24 people filled out the survey and then I created a login for the web application and forum for them and sent it by email (this method was recommended by my marketing guru). I created SurveyMonkey surveys of 10 questions or less, one for each week's goals asking basic questions and for any recommendations based on the goals for that week.
The weekly goals:
Week 1 - Download the Rules PDF, reading it, and taking the survey.
Week 2 - Use the rules to generate a few Characters and run a few simple Combats
Week 3 - Go to the Mythos Machine and Create a World (video tutorial provided along with detailed instructions)
etc...
I also let on that I would be providing Rewards for feedback - either in the form of thank you artwork, or through the accumulation of Awesome Points which would be redeemable in free service at a rate of 1 month per Awesome Point, though this idea is more intimated than clearly defined as I'm still working out the best way to do that. Note: I kind of rushed into the Beta to try to beat the Con Season... not necessarily the best idea, but I also feel I need to push forward and this is an effort do "get going" even if it isn't perfect. So not all the details have been worked out - but I consider this Beta as a Beta of my Beta Testing process, so to say. As I have very few Beta Testers I am hoping that the "working this out" part wouldn't be too disruptive... though in retrospect, I think this is possibly another contributing factor to the lack of responsiveness. The more organized and professional a process is, the more likely it is to succeed. But we all have to start somewhere, of course, and this is my first crack at anything like this.
The Beta 24 has a Start Date and an End Date 12 weeks later. It's a structured approach with Weekly Goals that also serve as a Tutorial process through the Rules System as well as the Mythos Machine.
The Beta 24 Results
The survey responses, when they came, were actually quite useful and interesting. To date, no one has responded on the Forum, nor even logged in to look at it. The Google+ Community has gotten a tiny smattering of input from the Beta Testers, and that has been mostly comments like "I'm not sure how to find your site... I can't find the original email". That point is interesting as it illustrates a core problem - when I sent out my communications, regardless of the medium (email, forum, or via Google+ Community) if they didn't respond right away, then the communication vanished into the miasma and is not longer findable. Naturally, with emails, people simply delete them. With the Forum, no one logs in (I suspect that is because logging in to something represents a hurdle, and no one wants to bother with a hurdle). The Community has the problem that Google designed it to be Stream-Of-Consciousness... and so stuff gets lost in the miasma by design. It's a poor medium by which to try to store organized information.
At the end of Week 3 I postponed the announcement for Week 4, because by Week 2 it seemed I only had a trickle of responses (5 out of 24), and Week 3 resulted in 0 responses. To the left are the results thus far. Two of the responders, by the way, are insider friends of the project. I also know that the Beta Testers downloaded the rules book, and when I posted that I had upgraded the rules, pretty much everyone downloaded the upgrades. So they are listening... but not commenting or providing feedback, which I find very interesting and is actually a significant piece of feedback in itself, not about Elthos RPG, but about the Beta Test. Please note - this is an observation, not complaint. I hold myself responsible for the outcome of the Beta process.
From a responses perspective this has been somewhat disappointing, if not completely unexpected. I found from my queries to the community that generally speaking, Beta Tests often have these kinds of results.
That said, the positive news is that I've learned a lot from my experience with Beta 24. I can see there are a number of hurdles that I need to overcome to get a good solid beta going. This is what I'm concluding.
1) All messaging needs to be short, relevant and to the point.
2) Having too much structure hampers the process. The time frame and weekly goals creates too much overhead, and an impression of too much work.
3) Google Communities is fine for informal chatting.
4) The Forum is not that useful.
5) Surveys have worked pretty well.
6) Any reward system needs to be clear and simple.
So as far as learning important lessons from Beta 24 goes, it's been a big success. I'm gong to work on all of that, and I think I will soon transform the Beta 24 into a Rolling Open Beta which will resolve these issues.
Open Rolling Beta
The Rolling Open Beta idea is to allow people to come in as Beta Testers any time by creating a Beta Test Account, with "Beta_" in the name. So "Beta_JohnDoe" would work. With this they will be directed to the Instructions for the Rolling Beta, which is the Weekly Goal framework, with video tutorials on the Mythos Machine goals. The entire system would work as a tutorial for the Mythos Machine, while soliciting feedback in exchange for Awesome Points. The Weekly Goals would be renamed "Part 1", "Part 2", etc, so that there is no time pressure. People can go through the Beta-Tutorial program as quickly or slowly as they wish, and use it either as a Tutorial system, and / or Beta Test where they can gain Free Service (or other possible goodies, tbd) in the form of Awesome Points. The question that I have about this model is ... what is the difference between coming in as a Beta Tester, and just being an ordinary user? I mean if I'm assigning Awesome Points for feedback, why not allow ordinary users to also get Awesome Points for feedback? Well, the reason why is because everyone would then simply write in any feedback and get Free Service... so that wouldn't work. A Beta Tester has a Beta Account... and that's specific to the Beta Test... hmmm... well, as you can see - I'm still in the process of brainstorming on this idea. The details need to be worked out.
Further reflections...
The more I think about it the more it seems that the problem at its root is that people do not want to deal with anything complicated, and they want to get things for free. This of course runs against the need of the game designer to get relevant feedback.
Ultimately, the simplest form of feedback is whether or not people use your product. If they use it, that's positive feedback. Most people will not say one way or another if they like or don't like a product. They have no obligation to do so, and most people resent being asked to do so without some sort of reward. They will, however, be likely to complain if something is broken.
Given this - I'm almost persuading myself that the effort going into trying to set up and conduct Beta Tests is actually something of a waste of time and effort, and has a tendency to be disappointing (as I've heard from other designers who I have queried about this). How much of the information we get back is actually all that useful? Maybe not much.
Perhaps the better way to go is simply put the product out there and offer a feedback mechanism that lets people, should they wish to do so, offer feedback. The true feedback in fact is the simple binary... are people using the product?
And for those who use it, if they like it they probably won't comment. If they don't like something, or want to see an enhancement, or found a bug, they may well comment. The reason why... because if they are using the thing, it's because they find it compelling enough to use, and if they find a flaw they probably would like it even better if it's fixed. Hence they are fairly likely to provide feedback at that point.
I'm not sure if that all makes sense or not. The question is the Effort / Benefit ratio. There is obviously benefit to getting feedback. But how that feedback comes in, and whether or not I attempt to provide an orgainzed process for collecting feedback, or let feedback simply come in as it may ... That is the question.
What do you think?
The Beta 24 Setup
I wanted only 24 Beta Testers so that I could manage the incoming feedback and not be swamped, and use the experience to find the most efficient ways of storing and managing the incoming information. This way I can learn how to efficiently categorize and prioritize the feedback and make the process as useful as possible.
To set up the Beta 24 I created a Google+ Private Community called Beta 24. I created a 12 Weekly Goals program that would take about 1 hour a week to complete. I provided a document on how people can communicate, with instructions for those who may not be familiar with Google+. The communications channels are:
1. The Private Beta 24 Google+ Community
2. Google Hangouts
3. Mythos Machine Feedback Button
4. Elthos Website Private Beta 24 Forum
5. Direct Email to me.
I got 24 people to sign up. In the first week 18 of 24 people filled out the survey and then I created a login for the web application and forum for them and sent it by email (this method was recommended by my marketing guru). I created SurveyMonkey surveys of 10 questions or less, one for each week's goals asking basic questions and for any recommendations based on the goals for that week.
The weekly goals:
Week 1 - Download the Rules PDF, reading it, and taking the survey.
Week 2 - Use the rules to generate a few Characters and run a few simple Combats
Week 3 - Go to the Mythos Machine and Create a World (video tutorial provided along with detailed instructions)
etc...
I also let on that I would be providing Rewards for feedback - either in the form of thank you artwork, or through the accumulation of Awesome Points which would be redeemable in free service at a rate of 1 month per Awesome Point, though this idea is more intimated than clearly defined as I'm still working out the best way to do that. Note: I kind of rushed into the Beta to try to beat the Con Season... not necessarily the best idea, but I also feel I need to push forward and this is an effort do "get going" even if it isn't perfect. So not all the details have been worked out - but I consider this Beta as a Beta of my Beta Testing process, so to say. As I have very few Beta Testers I am hoping that the "working this out" part wouldn't be too disruptive... though in retrospect, I think this is possibly another contributing factor to the lack of responsiveness. The more organized and professional a process is, the more likely it is to succeed. But we all have to start somewhere, of course, and this is my first crack at anything like this.
The Beta 24 has a Start Date and an End Date 12 weeks later. It's a structured approach with Weekly Goals that also serve as a Tutorial process through the Rules System as well as the Mythos Machine.
The Beta 24 Results
The survey responses, when they came, were actually quite useful and interesting. To date, no one has responded on the Forum, nor even logged in to look at it. The Google+ Community has gotten a tiny smattering of input from the Beta Testers, and that has been mostly comments like "I'm not sure how to find your site... I can't find the original email". That point is interesting as it illustrates a core problem - when I sent out my communications, regardless of the medium (email, forum, or via Google+ Community) if they didn't respond right away, then the communication vanished into the miasma and is not longer findable. Naturally, with emails, people simply delete them. With the Forum, no one logs in (I suspect that is because logging in to something represents a hurdle, and no one wants to bother with a hurdle). The Community has the problem that Google designed it to be Stream-Of-Consciousness... and so stuff gets lost in the miasma by design. It's a poor medium by which to try to store organized information.
From a responses perspective this has been somewhat disappointing, if not completely unexpected. I found from my queries to the community that generally speaking, Beta Tests often have these kinds of results.
That said, the positive news is that I've learned a lot from my experience with Beta 24. I can see there are a number of hurdles that I need to overcome to get a good solid beta going. This is what I'm concluding.
1) All messaging needs to be short, relevant and to the point.
2) Having too much structure hampers the process. The time frame and weekly goals creates too much overhead, and an impression of too much work.
3) Google Communities is fine for informal chatting.
4) The Forum is not that useful.
5) Surveys have worked pretty well.
6) Any reward system needs to be clear and simple.
So as far as learning important lessons from Beta 24 goes, it's been a big success. I'm gong to work on all of that, and I think I will soon transform the Beta 24 into a Rolling Open Beta which will resolve these issues.
Open Rolling Beta
The Rolling Open Beta idea is to allow people to come in as Beta Testers any time by creating a Beta Test Account, with "Beta_" in the name. So "Beta_JohnDoe" would work. With this they will be directed to the Instructions for the Rolling Beta, which is the Weekly Goal framework, with video tutorials on the Mythos Machine goals. The entire system would work as a tutorial for the Mythos Machine, while soliciting feedback in exchange for Awesome Points. The Weekly Goals would be renamed "Part 1", "Part 2", etc, so that there is no time pressure. People can go through the Beta-Tutorial program as quickly or slowly as they wish, and use it either as a Tutorial system, and / or Beta Test where they can gain Free Service (or other possible goodies, tbd) in the form of Awesome Points. The question that I have about this model is ... what is the difference between coming in as a Beta Tester, and just being an ordinary user? I mean if I'm assigning Awesome Points for feedback, why not allow ordinary users to also get Awesome Points for feedback? Well, the reason why is because everyone would then simply write in any feedback and get Free Service... so that wouldn't work. A Beta Tester has a Beta Account... and that's specific to the Beta Test... hmmm... well, as you can see - I'm still in the process of brainstorming on this idea. The details need to be worked out.
Further reflections...
The more I think about it the more it seems that the problem at its root is that people do not want to deal with anything complicated, and they want to get things for free. This of course runs against the need of the game designer to get relevant feedback.
Ultimately, the simplest form of feedback is whether or not people use your product. If they use it, that's positive feedback. Most people will not say one way or another if they like or don't like a product. They have no obligation to do so, and most people resent being asked to do so without some sort of reward. They will, however, be likely to complain if something is broken.
Given this - I'm almost persuading myself that the effort going into trying to set up and conduct Beta Tests is actually something of a waste of time and effort, and has a tendency to be disappointing (as I've heard from other designers who I have queried about this). How much of the information we get back is actually all that useful? Maybe not much.
Perhaps the better way to go is simply put the product out there and offer a feedback mechanism that lets people, should they wish to do so, offer feedback. The true feedback in fact is the simple binary... are people using the product?
And for those who use it, if they like it they probably won't comment. If they don't like something, or want to see an enhancement, or found a bug, they may well comment. The reason why... because if they are using the thing, it's because they find it compelling enough to use, and if they find a flaw they probably would like it even better if it's fixed. Hence they are fairly likely to provide feedback at that point.
I'm not sure if that all makes sense or not. The question is the Effort / Benefit ratio. There is obviously benefit to getting feedback. But how that feedback comes in, and whether or not I attempt to provide an orgainzed process for collecting feedback, or let feedback simply come in as it may ... That is the question.
What do you think?
Tuesday, March 10, 2015
Elthos Yellow Clay Story Map
Instead of simple maps that show what is in a given area, I like to superimpose over that the actual story as it's being played, with past, present and (possible) futures also represented. These story maps act as a memory device for me as the GamesMaster, and also provide the Players with an interesting representation of the game, and helps to keep the story in their memories. Those things that appear to them to be ambiguous and mysterious are just as well. I don't explain them. I simply keep them in mind while we are playing. If one of the 'possible futures' does transpire they can see it afterwards on the Story Map as a form of foreshadowing. And that works great.
These are wonderful little devices if you happen to have the time, artistic bent, and creative imagination for it. I love them. And over the years I've accumulated a neat stack of Story Maps that never fail to entertain me again long after the campaign has completed.
Edit: Venger Satanis (google+) mentioned this post and Story Map on his blog here. Cool. :)
These are wonderful little devices if you happen to have the time, artistic bent, and creative imagination for it. I love them. And over the years I've accumulated a neat stack of Story Maps that never fail to entertain me again long after the campaign has completed.
Edit: Venger Satanis (google+) mentioned this post and Story Map on his blog here. Cool. :)
Tuesday, March 03, 2015
The Rivalry Begins
For quite a while now I've been tooling together the Elthos RPG and it's associated web application, now called The Mythos Machine. As it happens, and I've rather expected such a thing all along, a competitor has appeared on the horizon. My first genuine rival.
My rival is The City of Brass by Ember Studios. While it is not in production yet, and the Kickstarter for it will not even start until March 6, they have put out some videos on their product. I have to say, when I saw it I was a bit overwhelmed, and came close to panicking. The reason being that it is almost an exact duplicate of what I've been working on for the past ... oh ... um ... well, dang, has it been thirty years already? Ok, well don't rush me. I'm a slow poke.
But the truth is, I'm actually kind of a perfectionist, and working on this by myself as a hobby project after my day job work hours, and ... well ... yeah, its taken a long time. A very long time. But coming up with the concept, rooting out it's details, and figuring out exactly how such a thing should work... it's taken a long time. It's always easy after the fact to look at some new creation and say "Ok, well that's kind of obvious", but the reality is - figuring out what's obvious can take a really long time.
Still though, the fact is, City of Brass has arrived suddenly (after they say only one year of development!) and happens to be almost an exact duplication of the Elthos Mythos Machine, with a slightly better interface (annoying as that may be), and one key concept that I was loath to tackle - they are willing to incorporate any and all of the other existing RPG systems out there, such as Pathfinder, D&D, and, well, whatever floats your boat. From the videos it looks like you can add any rules systems to the thing, and they intend to add as many as are out there. Wow. That's awesome. I'm dwarfed by that.
When I stumbled across this on Saturday I spent a few hours in semi-panic mode. I was like ... "OMG... my life long dream ... being run over by the mack truck of a software development team that is better, faster, stronger than I am... wahhhh... wahhhhh... wahhhhh...."
Ok, I realized pretty fast that panicking is probably not the best possible response. I stepped back, wrote a couple of emails to my close friends about it, and then went on my normal daily routines (Kung Fu Class and then dinner with my girlfriend) and in the background of my mind thought about the big picture. That was probably the best thing I've done for myself in 20 years. It gave me a chance to step back and reflect.
After all is said and done, I think there is plenty of room in our hobby for all kinds of applications to automate Gamemastering tasks in a way that helps propel the art forward.
Despite the fact that looking at City of Brass seemed a lot like looking at a reflection of the Mythos Machine with a somewhat different interface, and with the addition of an interesting multi-system capability, and being rather daunted by the uncanny similarities between my project and theirs... I came away in the end feeling that this may actually turn out to be a good thing for Elthos, and for the hobby as a whole. After all, we need tools like these to advance the art of Gamemastering for the 21st Century. I've been saying that for quite some time. So in one sense, I'm grateful to see others working towards the same ends.
My friends who have been working with me on this project informally as play testers for quite some time now immediately rallied and insisted that I not lose hope. They said there's plenty of room for competition, and there's no reason to be dismayed by City of Brass. The main thing is to perfect Elthos RPG and the Mythos Machine to the best of our ability, and do our best to support a community of people who find it a valuable tool in their GMing utility belt. I was touched and encouraged by my friend's responses. They're great guys, and all I can say about that is that I'm incredibly grateful for their support and enthusiasm.
My girlfriend over dinner helped me to think about what this means for Elthos. She came up with an encouraging point of view... "A rival is good for you. It will spur you on to greater heights," she said. I was happy to hear her say so. It makes sense to me and gave me a new way of looking at my competition. Rivals. I like that. So I think she's absolutely right (and not just because she's my girlfriend). Already I feel enthused and eager to engage the challenge! I look forward to the competition, and feel that this engagement will benefit both of our companies by spurring us on to greater efforts and greater achievements. And this in turn will help the hobby. The more we compete, and the better tools we create, the more the hobby will benefit.
My hope, frankly, all along has been that I can help to advance and extend our wondrous hobby. I've been working on Elthos since 1978 with the intention to do so, and I began working on the Elthos Gamemasters Toolbox in 1994 with the intention of automating GMing functions in a useful, coherent and compelling way. In 2006 I created the "One Die System" which was a simplification of my original core rules system (Elthos Prime) in order to streamline play. It's flexible, simple, and creativity-enabling. I'm happy with it. I think it's easy to use, fun to play and overall a wonderful RPG rules system. And so, instead of being bowled over by the Mack Truck of Competition, my feeling is one of enthusiastic engagement. Let the games begin!
And that's how it should be. If you have hopes and dreams of being an entrepreneur in today's world, you have to maintain the high ground of your spiritual domain ... when challenges come, as they inevitably will, you have to immediately step back, relax, and look for the next way to go with the flow of the universe. Don't let even devastating news daunt you for long. There is always a way to turn negatives into positives, and it's your job to figure out how.
So I encourage everyone who has a dream, who has their heart set on achieving some great and seemingly impossible goal ... don't ever give up! Remain calm. Forge ahead. And for those who persevere I believe there will be victory. Embrace it. Live it. Breath it. And keep pressing forward until you achieve it.
And if all else fails, and you find yourself overwhelmed by the astounding abilities of our rivals... remember ... “Real courage is when you know you're licked before you begin, but you begin anyway and see it through no matter what.”
― Harper Lee, To Kill a Mockingbird
My rival is The City of Brass by Ember Studios. While it is not in production yet, and the Kickstarter for it will not even start until March 6, they have put out some videos on their product. I have to say, when I saw it I was a bit overwhelmed, and came close to panicking. The reason being that it is almost an exact duplicate of what I've been working on for the past ... oh ... um ... well, dang, has it been thirty years already? Ok, well don't rush me. I'm a slow poke.
But the truth is, I'm actually kind of a perfectionist, and working on this by myself as a hobby project after my day job work hours, and ... well ... yeah, its taken a long time. A very long time. But coming up with the concept, rooting out it's details, and figuring out exactly how such a thing should work... it's taken a long time. It's always easy after the fact to look at some new creation and say "Ok, well that's kind of obvious", but the reality is - figuring out what's obvious can take a really long time.
Still though, the fact is, City of Brass has arrived suddenly (after they say only one year of development!) and happens to be almost an exact duplication of the Elthos Mythos Machine, with a slightly better interface (annoying as that may be), and one key concept that I was loath to tackle - they are willing to incorporate any and all of the other existing RPG systems out there, such as Pathfinder, D&D, and, well, whatever floats your boat. From the videos it looks like you can add any rules systems to the thing, and they intend to add as many as are out there. Wow. That's awesome. I'm dwarfed by that.
When I stumbled across this on Saturday I spent a few hours in semi-panic mode. I was like ... "OMG... my life long dream ... being run over by the mack truck of a software development team that is better, faster, stronger than I am... wahhhh... wahhhhh... wahhhhh...."
Ok, I realized pretty fast that panicking is probably not the best possible response. I stepped back, wrote a couple of emails to my close friends about it, and then went on my normal daily routines (Kung Fu Class and then dinner with my girlfriend) and in the background of my mind thought about the big picture. That was probably the best thing I've done for myself in 20 years. It gave me a chance to step back and reflect.
After all is said and done, I think there is plenty of room in our hobby for all kinds of applications to automate Gamemastering tasks in a way that helps propel the art forward.
Despite the fact that looking at City of Brass seemed a lot like looking at a reflection of the Mythos Machine with a somewhat different interface, and with the addition of an interesting multi-system capability, and being rather daunted by the uncanny similarities between my project and theirs... I came away in the end feeling that this may actually turn out to be a good thing for Elthos, and for the hobby as a whole. After all, we need tools like these to advance the art of Gamemastering for the 21st Century. I've been saying that for quite some time. So in one sense, I'm grateful to see others working towards the same ends.
My friends who have been working with me on this project informally as play testers for quite some time now immediately rallied and insisted that I not lose hope. They said there's plenty of room for competition, and there's no reason to be dismayed by City of Brass. The main thing is to perfect Elthos RPG and the Mythos Machine to the best of our ability, and do our best to support a community of people who find it a valuable tool in their GMing utility belt. I was touched and encouraged by my friend's responses. They're great guys, and all I can say about that is that I'm incredibly grateful for their support and enthusiasm.
My girlfriend over dinner helped me to think about what this means for Elthos. She came up with an encouraging point of view... "A rival is good for you. It will spur you on to greater heights," she said. I was happy to hear her say so. It makes sense to me and gave me a new way of looking at my competition. Rivals. I like that. So I think she's absolutely right (and not just because she's my girlfriend). Already I feel enthused and eager to engage the challenge! I look forward to the competition, and feel that this engagement will benefit both of our companies by spurring us on to greater efforts and greater achievements. And this in turn will help the hobby. The more we compete, and the better tools we create, the more the hobby will benefit.
My hope, frankly, all along has been that I can help to advance and extend our wondrous hobby. I've been working on Elthos since 1978 with the intention to do so, and I began working on the Elthos Gamemasters Toolbox in 1994 with the intention of automating GMing functions in a useful, coherent and compelling way. In 2006 I created the "One Die System" which was a simplification of my original core rules system (Elthos Prime) in order to streamline play. It's flexible, simple, and creativity-enabling. I'm happy with it. I think it's easy to use, fun to play and overall a wonderful RPG rules system. And so, instead of being bowled over by the Mack Truck of Competition, my feeling is one of enthusiastic engagement. Let the games begin!
And that's how it should be. If you have hopes and dreams of being an entrepreneur in today's world, you have to maintain the high ground of your spiritual domain ... when challenges come, as they inevitably will, you have to immediately step back, relax, and look for the next way to go with the flow of the universe. Don't let even devastating news daunt you for long. There is always a way to turn negatives into positives, and it's your job to figure out how.
So I encourage everyone who has a dream, who has their heart set on achieving some great and seemingly impossible goal ... don't ever give up! Remain calm. Forge ahead. And for those who persevere I believe there will be victory. Embrace it. Live it. Breath it. And keep pressing forward until you achieve it.
And if all else fails, and you find yourself overwhelmed by the astounding abilities of our rivals... remember ... “Real courage is when you know you're licked before you begin, but you begin anyway and see it through no matter what.”
― Harper Lee, To Kill a Mockingbird
Friday, January 09, 2015
What To Do with Patreon?
I heard about Patreon.com from a post on the InTArWeBZ recently and decided to create my very own Patreon page. Patreon, btw, is a very interesting concept that allows artists and creative types to put up a shingle for Patrons to sign up and help support the artist. In my case, RPG Designer / Artist, but same thing basically, I think. Anyway, I decided to create my page there because I'm doing a ton of work on the Elthos RPG (and related side projects), but have no income from any of it at this point. I think the quality of the work is good, and in the end I think people are going to be very happy with the results. But in the meantime, like everyone else, I do need to pay the rent. So I thought maybe Patreon might be a way to help me sustain while I put together the entirety of my project (which is kind of vast, so it's taking a long time). So here's my Patreon page for anyone who is interested ...
Elthos RPG Patreon Page
I wonder - what do you think I should do with this? I'm not at all well informed as to how Patreon works, or how to get things going with it. So, as always, any advice at all would be greatly appreciated! Thanks!
Elthos RPG Patreon Page
I wonder - what do you think I should do with this? I'm not at all well informed as to how Patreon works, or how to get things going with it. So, as always, any advice at all would be greatly appreciated! Thanks!
Friday, November 21, 2014
Elthos UI - One Small Step
| 1st Ajax call of Elthos |
For those not too in-the-know about this sort of thing, it means that the page does not "postback" to the server, but instead smoothly glides the data onto the page unobtrusively. So the page no longer vanishes and then reappears with the data. And it's a much nicer User Experience.
Now that I have that down, I can make advances towards generally improving the UI (that is User Interface). I'm pretty excited about this. It represents a sea change in how Elthos will be managing data going forward. Of course, that sea change won't happen overnight, and I have a bunch of alternate paths to explore before making a final decision on whether or not to use WebMethods, or WebAPI, or WCF technologies. All of them do the same thing, and there's pros and cons apparently for each. But still, I made my first WebMethod call successfully today, and its implemented on the production server and works rather nicely. I'm delighted! :)
Ok, now back to our regularly scheduled programming.
Tuesday, September 23, 2014
Petroglyph of Elthos II
Another petroglyph somewhere in Elthos. This one is rather a bit of a mystery, as no one knows the context of the story depicted. It is thought to be far more ancient than the first petroglyph but even this is uncertain. Further study is required.
Petroglyph of Elthos
This depicts, for those who are knowledgeable about such things, an ancient battle between the Scorpion God and the Monsters of the underworld, which the Scorpion God won with the help of an army of archers the God had cultivated for the war. The cultivation of this army was planned a very long time ago in the Dawn Age, long before the Elkron had created the races, while the world was still being formed during the Great Tectonic Wars. The Scorpion God was victorious and so he rules the underworld kingdom with Claws of Iron, and the Sting of Poisonous Death.
Friday, September 12, 2014
The Kobolds of Elthos
The Kobolds of the Red Hills are hardly known by the human world, and that's a problem. It wouldn't be a problem, except that the Kobolds are annoyed, and so they're making it a problem. The reason they're annoyed is because they prefer to be left alone. But as it happens, the humans just keep expanding into new territories, and building new villages and towns out where the Kobolds have been wont to live for all these many eons. Why it's just bound to rub them the wrong way, don't you know?
Kobolds come in two varieties. They're either Woodland creatures that emerge from the hearts of old broken trees, or they're Earthland creatures that emerge from rifts in the ground. In fact this is why Kobolds are known so well by miners. The name Kobold, as you may have guessed, comes actually from the word Cobalt, the element, which in its pure form is a hard, lustrous, silver-gray metal. You might think this therefore this sort of maybe makes Kobolds a kind of Elemental. And in a way you would kind of sort of maybe be right about that. In the World of Elthos, they're even called parum elementarium by the Alchemists. It is even said that Kobolds can transform themselves into Cobalt when they so choose. Well, at least those that emanate from Earthland. It is likewise said that Kobolds that emerge from the hearts of broken trees can turn into wood, and often do so during the day, looking for all the world like old mossy tree branches with funny faces. At night both kinds of Kobolds transform into their 'little human' forms and, well, kind of run amok, really.
Now among Kobolds there's not only two distinct branches of the family, but there's two distinct societies as well. And the two do not get along at all. One branch is called the Su'unkar, and the other branch is called the Shi'inkar. The confusing part is that the two branches are not divided by whether or not they are Woodland or Earthland creatures, but rather instead by the philosophy of their Clan Elders. And there's a whole lot of Clans among the Kobolds
The Su'unkar are not really the big thinkers of the Kobold world. They're more interested in the enjoyment of their meager material pleasures. In fact, the Su'unkar call themselves "the soup eaters", on account of their love of soups. Yes, they really do love soup, those guys. And this reflects their disposition and inclinations about life. They try to enjoy what they've got. Now you might wonder where they got the idea of making soup from to begin with. Yes, from the humans, of course. In fact this is also reflective of their disposition and inclinations. They like to imitate the humans, and in fact do try, more or less, to get along with them. They call the humans "little brothers", and love to mimic human traits and society. So these are the kinds of Kobolds that you'll find wearing vests and shoes and little hats with feathers and such. They can usually speak a little bit of the human language, with a rather atrocious accent, but passably understandable to most people who have a little patience and time on their hands. But even so, most humans won't really have much truck with Kobolds of any variety. This is because they can be pretty damn annoying. Kobolds love to play a little game they call "Tricks & Traps". It's not an especially nice game, but they do think it's terribly funny. Sometimes, even, people get killed. But this just makes the Kobolds laugh all the more. It's not very nice, actually. But Kobolds view humans, really, as interesting little bugs that recently showed up in the world, and they kind of enjoy playing with them the same way human kids might enjoy playing with ants, or other harmless insects. For them, it's really just a form of amusement. A morose and dangerous form of amusement, but still... can we really blame them entirely?
On the other side of the divide we have the Shi'inkar. Now these are the true thinkers, the wizards, the old ones and the formidable sorcerers of the Kobold world. And they're frankly up to no good at all. Running into them is most often a bad thing, and quite perilous. Fortunately, there are actually very few of them, so the risk is small that anyone will actually see them. However, that doesn't make them any less terrible. They're kind of like the Su'unkar in that they like to play "Tricks & Traps", but in their case the tricks and traps are rather enormous, and slow moving, and sometimes take centuries to unfold... but when they do a whole lot of people wind up dying. They're the source of all kinds of troubles for the human race over the centuries, though in most cases the humans never found out the true causes of their demise. And oh my how those old and wicked Kobolds can laugh, and laugh, and laugh. In fact it's said by some that the greater storms coming off the Oceans, the ones that are truly destructive, have in them howling winds that are the laughter of the Elder Kobolds. So, yes, friend, you really wouldn't want to meet any of the Shi'inkar. But if you do, just remember, whatever they're doing, you should try your absolute best to derail it. Because whatever they're cooking up is meant to do you, your family, your friends, your town, your province, and your entire race as much harm as they can think up.
Anyway, that's a little bit about Kobolds in Elthos.
Kobolds come in two varieties. They're either Woodland creatures that emerge from the hearts of old broken trees, or they're Earthland creatures that emerge from rifts in the ground. In fact this is why Kobolds are known so well by miners. The name Kobold, as you may have guessed, comes actually from the word Cobalt, the element, which in its pure form is a hard, lustrous, silver-gray metal. You might think this therefore this sort of maybe makes Kobolds a kind of Elemental. And in a way you would kind of sort of maybe be right about that. In the World of Elthos, they're even called parum elementarium by the Alchemists. It is even said that Kobolds can transform themselves into Cobalt when they so choose. Well, at least those that emanate from Earthland. It is likewise said that Kobolds that emerge from the hearts of broken trees can turn into wood, and often do so during the day, looking for all the world like old mossy tree branches with funny faces. At night both kinds of Kobolds transform into their 'little human' forms and, well, kind of run amok, really.
Now among Kobolds there's not only two distinct branches of the family, but there's two distinct societies as well. And the two do not get along at all. One branch is called the Su'unkar, and the other branch is called the Shi'inkar. The confusing part is that the two branches are not divided by whether or not they are Woodland or Earthland creatures, but rather instead by the philosophy of their Clan Elders. And there's a whole lot of Clans among the Kobolds
The Su'unkar are not really the big thinkers of the Kobold world. They're more interested in the enjoyment of their meager material pleasures. In fact, the Su'unkar call themselves "the soup eaters", on account of their love of soups. Yes, they really do love soup, those guys. And this reflects their disposition and inclinations about life. They try to enjoy what they've got. Now you might wonder where they got the idea of making soup from to begin with. Yes, from the humans, of course. In fact this is also reflective of their disposition and inclinations. They like to imitate the humans, and in fact do try, more or less, to get along with them. They call the humans "little brothers", and love to mimic human traits and society. So these are the kinds of Kobolds that you'll find wearing vests and shoes and little hats with feathers and such. They can usually speak a little bit of the human language, with a rather atrocious accent, but passably understandable to most people who have a little patience and time on their hands. But even so, most humans won't really have much truck with Kobolds of any variety. This is because they can be pretty damn annoying. Kobolds love to play a little game they call "Tricks & Traps". It's not an especially nice game, but they do think it's terribly funny. Sometimes, even, people get killed. But this just makes the Kobolds laugh all the more. It's not very nice, actually. But Kobolds view humans, really, as interesting little bugs that recently showed up in the world, and they kind of enjoy playing with them the same way human kids might enjoy playing with ants, or other harmless insects. For them, it's really just a form of amusement. A morose and dangerous form of amusement, but still... can we really blame them entirely?
On the other side of the divide we have the Shi'inkar. Now these are the true thinkers, the wizards, the old ones and the formidable sorcerers of the Kobold world. And they're frankly up to no good at all. Running into them is most often a bad thing, and quite perilous. Fortunately, there are actually very few of them, so the risk is small that anyone will actually see them. However, that doesn't make them any less terrible. They're kind of like the Su'unkar in that they like to play "Tricks & Traps", but in their case the tricks and traps are rather enormous, and slow moving, and sometimes take centuries to unfold... but when they do a whole lot of people wind up dying. They're the source of all kinds of troubles for the human race over the centuries, though in most cases the humans never found out the true causes of their demise. And oh my how those old and wicked Kobolds can laugh, and laugh, and laugh. In fact it's said by some that the greater storms coming off the Oceans, the ones that are truly destructive, have in them howling winds that are the laughter of the Elder Kobolds. So, yes, friend, you really wouldn't want to meet any of the Shi'inkar. But if you do, just remember, whatever they're doing, you should try your absolute best to derail it. Because whatever they're cooking up is meant to do you, your family, your friends, your town, your province, and your entire race as much harm as they can think up.
Anyway, that's a little bit about Kobolds in Elthos.
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