Showing posts with label fantasy. Show all posts
Showing posts with label fantasy. Show all posts

Sunday, 3 May 2015

Osgiliath Is Brasilia

There is something not quite right about this argument against the design of an unattributed map of the Tolkien city, Osgiliath (the art, if you look it up, is by Dan Cruger but I'm not sure how much of the design is his). That something comes from the hidden assumptions when we - meaning people in the English-speaking world - talk about "fantasy" anything.


* Merrie Olde England is the quintessential medieval kingdom. (Cue Robin Hood, jousts, chicken legs, friars, & c.)
* London is its capital.
* Therefore a realistic medieval city will follow the same planning logic (or lack thereof) as London.
* Etcetera.

First of all, this isn't even true of the medieval world, where most urban dwellers by numbers lived in Chinese cities built on a grid system. All right, it isn't even true of medieval Europe, where the Mediterranean world had Roman city planning to build around -- although as this lecture points out, the original grid often got clogged and complicated for reasons very different from cows needing to find water. None of these reasons enter into Tolkien's world.

Another totally unrealistic fantasy city.
And if you look carefully at Tolkien's Europe-by-analogy, Gondor is the successor state to Numenor's Rome-cum-Atlantis. Osgiliath, too, was a purpose-built capital founded by scions of an advanced civilization. In other words, there is every reason for it to look more like Rome, Washington DC, or Brasilia than London.

The city, in fiction, endured for a thousand years without any of the economic burgeoning or social decay in Tolkien's world that the real European Middle Ages experienced. Again, you can bust Tolkien's world for its assumption that vital goods are dutifully brought by silent farmers to the real scene of the action, where kings and knights rule steadily and wisely unless interrupted by Sauron's evil meddling. But Osgiliath's design in that Middle Earth Roleplaying product, its rational avenues and small size, fits perfectly with those assumptions in Tolkien's very low population density world.

The military critique is another thing, and you can surely see how Osgiliath fell --five hundred orcs in canoes floating downstream would be enough to cause serious havoc. Consider, however, that the place was founded as a refuge on a seemingly peaceful continent, and there might be room for the kind of planning hubris that plagues purpose-built capital cities ("But you must live on both banks of the river so I can build the BIGGEST BRIDGE THERE IS!")

Summary:

  • Yes, there is room for a materialist analysis of fantasy literature and gaming.
  • That analysis, however, has to proceed from the terms of the fantasy world itself. 
  • So, internal contradictions raise the most problems. 
  • External contradictions are problems only if people think they are not -- like the popular view that Tolkien's world embodies "the medieval" (instead of what it does, which is to completely skirt around the medieval with an 18th-century bucolic society's view of the sanitized sub-Roman Dark Age in which it finds itself)
  • Analysis from original sources will always beat received ideas. I mean, the next fantasy city I design is at high risk to be, like Florence, a rational avenue-planned city now dominated by the blocked-off compounds of warring clans, arrow towers and all.

Wednesday, 29 April 2015

One Page Dungeon: Antonius Abducted

The richest place in my formative years was the lending library in my well-funded, open-minded suburban hometown. It was there I laid hands on the Arkham House Lovecraft volumes, everything Tolkien and post-Tolkien, science fiction novels I wasn't even close to understanding but enjoyed anyway, the Holmes edition of D&D, the Monster Manual.

Of these weird materials, some promised a regulation or explanation of the fantastic world - D&D, of course, laying down the rules of fantasy in a way that the heroes of Pratt and DeCamp's Compleat Enchanter series did, with arcane mathematics. The world of Shannara proved nothing more than a post-apocalypse, and Larry Niven's fantasy world was physics by another name.

But I also read Lovecraft, Borges' book of imaginary beings, Dunsany, Brian Froud -- fantasists who made no excuses or explanations. Tying them all together with a visual language of strangeness were the great coffee-table volumes of art where I became acquainted with Hieronymus Bosch. His devils drew from Church iconography, but there was the fantastic and even science-fictional in his ceramic-like architectures, his mutant creatures, flying farragos and garish colors. In my imagination he was as much an illustrator of weird tales as Sidney Sime or Lee Brown Coye. What matter that those tales were not written -- not yet?

Which brings me to my undying fascination with the central panel of Bosch's Temptation of Saint Anthony. Here it is (it gets really big when you click it, and click again).


It hasn't got the symmetries and tapestry-like coverage of the Garden of Earthly Delights, or either of his Last Judgments. There is dynamism, scene, progression, the varied freaks converging on a parody of a Mass laid on a dicing table. Others join the haphazard choir underfoot, or flit overhead. There is that bizarre ruin with its mess of perspective; the disasters in the background -- fire, war, demons -- while nonchalant or dazed washerwomen go down to the filthy water.

Weird symbolism abounds and, as with Bosch's other works, has prompted all sorts of theories about his hidden message: alchemical is it? more broadly esoteric? or politico-religious? nationalist? If his figures illustrate proverbs and expressions that have faded with time, perhaps this is just another form of random generation to create compelling monsters, like the tree-archer with his gauntlets and brace of armored hounds.

Me, I see an adventure here. The first stirrings of this in my gamemastering career happened a couple of years ago when I populated one level of my custom upper works for Castle of the Mad Archmage with a collection of Bosch's creatures, mostly from the Temptation, and somewhat differently imagined than presented here. The Muleteers have had several run-ins with them, all terrifying but none decisive.

As this year's One Page Dungeon Contest approached its Walpurgisnacht deadline, I started to consider adapting this level, which uses a standard maze of rooms and passages. But after thinking I ended up favoring the original outdoors setting with its bulbous ruin, its convergence of monsters, its holy man looking serenely if a little desperately out of the frame, as if to say "Look! These are no figments of my fast, no color trails from ergot-laced crusts! You see them too!"


I set the action a few minutes before the scene in the painting. A tactical problem, asking for the various approaching demon-groups to be defeated in detail or confronted as they appear in the main action. Antony needs his crucifix to be of any use, so that's an action task to retrieve it on the scene. There wasn't really space on the page for a random table with all the skulking lizards, birds, demonlings and flying menaces you see in the art, but the water holds a few such perils.

Well, there you have it, with a little help from my long-dead friend. It'snot strictly one page but I am toying with the idea of taking the other panels of the triptych and expanding them into a GM's screen idea ...

Wednesday, 31 December 2014

Off-The-Shelf Fantasy Worlds

Having just finished Rothfuss' The Name of the Wind, a Christmas present, I can see why it's such a divisive novel. It's a sharply told story, with lots of interesting challenges and characters. It has a smartest-guy-in-room protagonist who skates just on the right side of insufferable. It has, dare I say, a well-thought-out magic system that puts sorcery side by side with science.

But, but, but. The world in this novel - cramped, generic, no great vistas of space or time. If there is a fault of American fantasy authors, at least those who do not do their research like Wolfe and Martin or drink deep of the weird well like Vance and Clark Ashton Smith, it's that they have no sense of the strangeness of history. Their worlds (for example, Donaldson, Eddings, Jordan, Gary Gygax when he turned his pen to fiction, and now Rothfuss) tend to default to a kind of off-the-shelf pre-industrial idyll.

Although sometimes compared to the cod-archaism of a Renaissance faire, the better comparison of these fantasylands - aptly for the young age of the American republic - is to a nineteenth century sans gunpowder or steam. No feudal ties, ancien regime, or dead hand of the past burden these republican minds in a nominal monarchy. The sparse areas recall the Wild West, complete with the ever-present taverns and bartenders; farmed areas populated by sturdy Midwestern yeomen; cities as Dickensian hives of colorful crooks, pompous officials, and kindly benefactors; Rothfuss' University not too far away, either, from the Tom Brown's School Days playbook more famously cribbed by J. K. Rowling.  Chattel slavery stays away from fantasyland, perhaps a wish that by going back to mock-Europe and eliminating black and red people from the narrative, one can also wish away that ugly resonance of American history. (Credit must go to Orson Scott Card for confronting the mythology and history of the American frontier head-on in his Seventh Son series.)

In other regards the generic fantasyland shies away even from the strangeness of the nineteenth century and before. Yes, the trend has been to write that era's dialogue in the stilted literary language it left behind (David Milch's Deadwood, Charles Frazier's Cold Mountain) but I'm talking about more intangible things. The rules on affectionate relations between the sexes, and within the sexes, were different. Honor and reputation counted for more. But the generic American fantasy writer tries to buy our sympathy by making the main characters "just like us" - or better - in personal and sexual mores.

Now British makers of fantasy worlds grow up in cities and countryside filled with ancient ruins, partitioned by ancient boundaries, ditches, roads and hedges. If anything, their sins of laziness are to view history too much from the modern eye, either gussied up in the twee accents of folklore or vulgarized in the manner of the "Horrible Histories" children's books into a panorama of gross-outs and sadism.

It's hard enough to find good psychological historical fiction - novels that present characters who are sympathetic but also believably alien, like Aubrey and Maturin, Patrick O'Brien's archetypal Tory-Whig duo from the age of fighting sail. But to construct a fantasy that comes with its own psychology -- the casual cruelties of Gene Wolfe under a sun that may go out any moment, for example, or the low-tech future African witchcraft of Nnedi Okorafor - that is what I would most see as worthwhile to read. Anything out there?


Thursday, 25 September 2014

Back and Forth and Sideways in Time

Last time I offered a breakdown of all the different ways a fantasy world could be tied to our own. Commenters offered a couple of extra ways, which I'll incorporate into this next phase: further describing the plot moves available to the creative world-rigger with each arrangement. This post covers the first three of (now) 14 arrangements.



1. You are in Earth's far or mythic past. 

Clues:

  • prehistoric animals are everywhere 
  • important names, maybe distorted, are recognizable as legendary heroes and places (Tolkien pulled this off with the lost continent called by some "Atalante" and reverse-engineered his language so that worked and also Artur means "noble lord")
  • euhemerism is in effect so the local king may be called Lord Horus and his shield is a hawk and his chief advisor is the one-eyed Wizard Odin and in the throne room hangs the Golden Fleece 
  • the maps have familiar if somewhat skewed shapes
  • early-civ signifiers like ziggurats, human sacrifice, eyeliner and chariots are mixed in with the magitech and rustless pillars
  • sense of boundless possibilities and newness. 
Plots:

  •  "The magic is drying up" as in Larry Niven's stories
  • a cataclysm is impending that little of the weird stuff will survive past, paving the way for the world as we know it
  • you are trapped in a stasis cell destined to disgorge you sometime in Earth's timeline. Perhaps some deep-earth miners will find you. Have fun! 
2. You are in the present world's future.

Clues:

  • the creatures and peoples that you meet show signs of fanciful mutation, alien origin, genetic engineering
  • your legends are of modern-day celebrities, your place names worn-down distortions, look hard enough and you can find the Statue of Liberty, beware the Belieber Cult 
  • the familiar maps are all marked up by global warming and nuclear megacraters and deserts and unspecified cataclysmic events 
  • artifacts of the old world are everywhere or incredibly rare, depending on how much time has passed, sometimes tended by engineers of St. Leibowitz indistinguishable from a priesthood 
  • sense of late-days malaise like in Dying Earth or Riddley Walker: the minerals are all mined, every tale has been told, there are no new genres of music just unfashionable ones, the sun could go out at any moment 

Plots:

  • stasis works both ways, and some 21st century people who have just unwarped/ unfrozen/ unmirrored expecting utopia are having their expectations cruelly, cruelly broken 
  • they're trying to bring back the Technology of the Ancients but of course they're about to do it horribly wrong 
  • those deep-space near-lightspeed astronauts from the old order's final days are baaack 
3. You are in a parallel dimension, communicable with Earth.

Clues:

  • strange wanderers who talk funny, dress funny, carry weird objects and drop completely baffling pop culture references 
  • doctrine and teaching of the Multiverse, every schoolchild knows 
  • someone in the distant past came, saw, conquered based on superior native technology, gravity, or disbelief of magic - and disappeared conveniently when things got hot 
  • ethereal creatures and travelers sing strangely familiar and catchy songs 
Plots:

  • fair enough, you find the gateway in the basement of Castle Greyhawk 
  • one of those strange wanderers rolls up on you and is trying to convince you to make all these mixtures and build all these weird devices and is telling you when the next eclipse is going to be and you don't have the heart to tell him about 9th level spells 
  •  oh psych that other universe isn't exactly our Earth it's a parallel universe Earth where ..

Tuesday, 23 September 2014

Bridges to Reality

Let's define "autonomous fantasy": a work about a world not our own, without attempting within the text to place the created world in relation to our own world (henceforth known as "Earth").



But if you look at literature, autonomous fantasy is actually pretty rare. George R. R. Martin's wildly popular world is one such world. But most of the D&D inspiration list "Appendix N" is not. Most of the works there have some kind of link between the fantasy world and the real Earth.

Below is a list of the ways in fantasy world-building to link the created world ("you") to our own Earth. The list is, of course, exhaustive (this claim is meant to stir the blood to objection, so object away!)

It is also only coincidence that there are twelve is the number of entries in the list and twelve is the number of sides of that funny-looking die you have lying on your table there. Please do not leave such momentous decisions as the very nature of reality to the whim of the roll.

1. You are in Earth's far or mythic past.
Examples: Tolkien's Middle Earth, Howard's barbarians, Moorcock's Melnibone

2. You are in the real world's future
Examples: Wolfe's New Sun, Lanier's Hiero, Gerber's Thundarr the Barbarian, Okorafor's Who Fears Death, Boulle's Planet of the Apes

3. You are in a parallel dimension, communicable to Earth
Examples: D&D's default cosmos, Pratt & De Camp's Incomplete Enchanter, Moorcock's multiverse

4. You are on a distant planet where fantasy/magic holds sway
Examples: Farmer's World of Tiers, Barker's Tekumel, McCaffrey's Dragonriders of Pern

5. Your world and Earth are both the dream/simulation/shadow of a higher world
Example; Zelazny's Amber series

6. You are in the dream of someone on Earth
Examples: Lovecraft's Dreamlands, McCay's Little Nemo

The rest have less of a fictional pedigree to my knowledge, but are no less fascinating.

7. You are in a simulation run by someone on Earth
8. Earth is the dream of someone on your world
9. Your world is the afterlife of Earth
10. Earth is the afterlife of your world
11. You are in a fiction maintained by someone on Earth (the literal truth, and the doctrine of Narrativism, no, not that kind of Narrativism)
12. The wall is absolute (Westeros and all other self-contained worlds such as Earthsea)


At any rate, each idea suggests itself strongly as a Big Reveal that is hinted at in the middle of a fantasy gaming campaign, and that outright drives events in the later stages of such a campaign. And in the next post: what implications each of these ideas carry.

Sunday, 6 April 2014

Broken Sword, Broken Elves

As a teen I read Poul Anderson's Three Hearts and Three Lions but never got around to its slightly later-written companion volume, The Broken Sword, until recently. Both can rightly be said to be foundational works in fantasy literature and gaming, influencing both Moorcock and Gygax with their supernatural struggles between Law and Chaos. But what's also informative is what Gygax didn't pick up from this "Appendix N" novel and put into Dungeons and Dragons.

The trippy UK paperback cover.
The Broken Sword uses many of the concepts and adversaries from Three Hearts; elves, trolls, Christendom, witches, a magic sword, and the Law-Chaos divide. The mythic terrain changes, from a fantasy world based on Carolingian legend to a semi-historical Norse England. So does the point of view; instead of a transported modern hero we have an omniscient, archaism-dotted narrative of a Norse jarl's son fostered in Faerie and the changeling who replaced him.

The Law-Chaos war in Three Hearts is straightforward, but the main matter in this novel is a war between two powers of Chaos, the elves and the trolls. The conflict is tragic rather than heroic, because its Pyrrhic outcome heralds the weakening and fading of the hosts of Chaos. Our lawful world, as in Tolkien's and Moorcock's fantasies, must somehow be arrived at from these narratives set in a dim and unknown past.

Although cruel and evil, the fey races and their mortal allies cannot help but be read as the antiheroes of the story. Law is also more complicated; although Christian belief and oath protect against Chaos, the "White Christ" is far offstage, compared to the Lawful Norse gods - in particular, Odin - who are shown taking a more active hand to set Chaos against Chaos. This situation has parallels to the further complications of alignment in AD&D. Strife can happen within the camp of Evil (Chaos) as well as Good (Law).

Now, about those elves. Anderson's elves, trolls, dwarfs and other fey creatures inhabit a parallel world. They are normally invisible except to those humans who have been granted "witch-sight" through sorcery. However, their deeds sometimes manifest as omens, portents and misfortune for humans.

(As an aside, this would be a great campaign rationale. Ever wonder why the king with his retinue of knights can't go after those goblins threatening the village? They need the adventurers, witch-sighted all, to actually see the goblins.)

Fey creatures also cannot handle iron and are harmed by it. This means that a fostered human or changeling, as well as the dwarfs who are not iron-shy, become valuable tools in the elf-troll war. We catch a glimpse of this in the OD&D and Holmes D&D logic of elves choosing to be fighters or magic-users each day. Holmes apparently elaborated on the reason for this in a novel. Simply enough, the choice to wear iron armor and weapons would nullify the elf's magic. But although games like Runequest took the idea and ran even further with it,  AD&D dropped it cold.

If people complain that elves are overpowered in AD&D and later editions, perhaps one reason is that Gygax chose to go with the Tolkien view of elves as benevolent, superhuman beings. What would have happened instead if he'd taken up the Anderson view of elves as powerful and innately magical, but limited by weakness to the inexorable forces of Law and metallurgy? We'd have perhaps a darker D&D, one with the kind of fey elves that other new-old-school settings have embraced (here, here and here as notable instances.)

Wednesday, 26 March 2014

Preamble N: Role-Playing Backwash in Literature

Reading someone's list of the top 13 new and forthcoming fantasy novels -- most of which appear to involve white male antiheroes caught up in what you might call a strategic competitive process for seats embodying rulership -- I was struck by the approving phrase "a well-thought-out magic system." 

Indeed, I appreciate that the author in question, Brian McClellan, has achieved something that Tolkien, Dunsany, Leiber, Wolfe, Howard, Mirrlees and so many others failed to do. But I'll also pounce on this phrase as evidence of a second wave of re-infiltration of role-playing games into genre literature.

The first wave: the back-derivation of content from role-playing. But, whether we're talking about a lite-medieval society with dwarves, elves, and polytheistic clerics, or a shadowy modern underworld of supernatural creatures divided into stylish rival factions, this material eventually became hackneyed. Besides,who can compete with the game company's own hired guns turning out Forgotten Realms novels and the like? 

Thus, the turn in the late 90's to content more directly inspired by history. The model here is George R. R. Martin's reach back to English and Scottish medieval dynastic struggles. McClellan, it seems, taps 19th century Europe for inspiration. Being unique in this choice can get you attention, as happened with Saladin Ahmed's detailed creation of a medieval Arabian milieu in Throne of the Crescent Moon. I read that novel, and while it was enjoyable and flavorful, there was something itching at the back of my mind. I couldn't put a finger on it until that phrase, "a well-thought-out magic system," made something click again. 

When I compare Ahmed  to the authors who inspired D&D, the much-discussed "Appendix N" list, I get the feeling of ...

  • not just magic, but a magic system
  • not just characters, but character classes, character options
  • not just monsters, but a monster manual
  • not just adventures, but adventure modules (or better yet, adventure paths)
What is it that gives me this feeling? It might be just a little too much emphasis on the signposts of a roleplaying adventure: combat, healing, investigation. It might be the assembling of a diverse team of adventurers, each with their own talent. 

I had a similar reaction when I read Caitlin R. Kiernan's Daughter of Hounds. I was expecting a warped and transgressive look at a society of Lovecraftian ghouls, and while there was some of that, it was embedded in an all-too-familiar urban monster party -- a world of insufficient light, if you will -- where vampires rub elbows with ghosts and hard-bitten human investigators mourn wrecked relationships.

It's inevitable, perhaps, among generations that grew up with these games as a way to perform fantasy. Appendix N has become preamble, the flow reversed. Literature now draws structure unconsciously from role-playing.  You can read this as a repayment of the turn role-playing took in the 80's and 90's, when it started embedding literary devices, plots, and character development into prepared material, instead of letting them emerge haphazardly from play. 

What would literature that draws on role-playing be, without role-playing that draws on literature? I suspect the derivation would be less obvious; the end product, more postmodern.

Sunday, 26 January 2014

D&D's Appendix N Roots Are Science Fantasy

Happy 40th birthday, D&D! The world's oldest fantasy adventure role-playing game?  Yes, but ... most of the world doesn't know about the role of science fantasy in the first eight or so years of your existence. The genre purges of the 80's - serious fantasy only, please! - saw science-fantasy shaken out of successive D&D rule sets. But psionics, giant insects and blobs, and the crashed spaceships in both Arneson's and Gygax's games, are important sci-fi intrusions in the early game.

Science fantasy confronts modern and ancient ways of understanding the world, often giving credence to both. Its trademark solution is to identify witchcraft with the quasi-scientific ideas of ESP and dimensional travel. Most significantly, this happens all throughout Lovecraft. The "technology of the ancients" is another frequent theme, whether we or some other civilization takes the part of the "ancients."

But beyond fiction, science fantasy casts a sympathetic light onto the gamer's own activities. You, a modern, rational person, are using actuarial tables and polyhedral number crunching to enact a Dark Ages drama. Hell - the very activity of role-playing is science fantasy!

If any more proof is needed, below are the inspirational works and authors from Gygax's famed Appendix N. I've highlighted them as non-science fantasy (yellow), science fantasy by one of the three definitions below (green), or straight science fiction, albeit sometimes with a medieval or ancient setting (blue).

1. Scientific explanations or sci-fi settings of apparently fantastic phenomena. Poul Anderson's Three Hearts and Three Lions, where knowledge of chemistry and physics explains the dragon's breath or the giant's curse. De Camp & Pratt's Compleat Enchanter, where voyages to fantastic worlds stem from modern-day adventurers' mastery of higher mathematics. McCaffrey's Dragonriders of Pern and John Carter of Mars - sword-and-planet, dragon-and-planet.

2. The return of the fantastic to a far future or post-apocalyptic world. Vance's Dying Earth, Lanier's previously mentioned Hiero's Journey, and others.

3. The fantastic intruding into a world ruled by science: Lovecraft, Zelazny's Amber series, or the explorer's romances of A. Merritt.

Anderson, Poul: THREE HEARTS AND THREE LIONS; THE HIGH CRUSADE; THE BROKEN SWORD 
Bellairs, John: THE FACE IN THE FROST 
Brackett, Leigh 
Brown, Frederic 
Burroughs, Edgar Rice: "Pellucidar" series; Mars series; Venus series 
Carter, Lin: "World's End" series
de Camp, L. Sprague: LEST DARKNESS FALL; THE FALLIBLE FIEND; et al
de Camp & Pratt: "Harold Shea" series; THE CARNELIAN CUBE 
Derleth, August 
Dunsany, Lord
Farmer, P. J.: "The World of the Tiers" series; et al
Fox, Gardner: "Kothar" series; "Kyrik" series; et al 
Howard, R. E.: "Conan" series 
Lanier, Sterling: HIERO'S JOURNEY
Leiber, Fritz: "Fafhrd & Gray Mouser" series; et al 
Lovecraft, H. P. 
Merritt, A.: CREEP, SHADOW, CREEP; MOON POOL; DWELLERS IN THE MIRAGE; et al
Moorcock, Michael: STORMBRINGER; STEALER OF SOULS; "Hawkmoon" series (esp. the  first three books) 
Norton, Andre
Offutt, Andrew J.: editor of SWORDS AGAINST DARKNESS III 
Pratt, Fletcher: BLUE STAR; et al 
Saberhagen, Fred: CHANGELING EARTH; et al
St. Clair, Margaret: THE SHADOW PEOPLE; SIGN OF THE LABRYS
Tolkien, J. R. R.: THE HOBBIT; "Ring trilogy" 
Vance, Jack: THE EYES OF THE OVERWORLD; THE DYING EARTH; et al 
Weinbaum, Stanley
Wellman, Manley Wade 
Williamson, Jack
Zelazny, Roger: JACK OF SHADOWS; "Amber" series; et al‏.

Science fantasy is the largest of these three categories, and if you put the sci-fi authors in with it, it easily overwhelms the pure fantasy sources. I've also boldfaced what in my opinion are the most important influences on the actual game, the works that contributed most to the concept of the races, classes, magic and monsters in the game. These are evenly split between science and classic fantasy.

As I look over these influences I also realize that in my own Band of Iron campaign I've been taking a different approach to confront the mythic with the modern. Let's call it "fantasy-science." If all goes well the section of the campaign dealing with that will come to a climax in a session tomorrow, so in my next post I'll be at greater liberty to write about its secrets.

Tuesday, 12 November 2013

Hiero and D&D

Inspired by Appendix N fever, I recently picked up and read Sterling Lanier's Hiero's Journey (1973), which I'd never read before -although I soon realized that as a teenager I'd read some of its derivative works, like the nearer-future World Enough, And Time, and the farther-future Dark Is The Sun. For Lanier wrote the original post-apocalyptic, mutant-fauna, ancient-artifacts, psychic-powers fantasy, in which a heroic priest-mentalist and his psi-sensitive moose steed wander across the Great Lakes region millennia after the nuclear holocaust, gathering a band of unlikely allies to fight a cabal of evil psychic sorcerers.

Naturally, it has been noticed that Gamma World was pretty much an attempt to go gaming in this setting. What isn't recognized so much is how Lanier's universe also influenced the constitution of D&D from the supplements onward (although some are hip). Specifically, once you take out the mythical, natural and Tolkienesque creatures from the D&D wilderness tables, what you're left with is a mix of giant-sized animals, animal-men, and oddball mutant creatures. That's pretty much my "WEIRD" table when I tried to sift wilderness monsters into six different genres, and that's pretty much what Hiero finds, day in, day out, in his journey. The ancient ruins, the long distances between tiny points of civilization, all can be laid down to Tolkien; but the roll-four-times-a-day, teeming encounter-fest of D&D, that's Lanier.

Artifacts, too. There's a scene in Hiero's Journey that has to have inspired the artifact examination rules in Gamma World, where Hiero finds a strange device on the body of an evil sorcerer, and tries to find out what it does, at the end going as far as to prop it up and jab at its last button with an eight-foot stick. But this kind of procedure also describes D&D magic items. Unlike the heroes of folklore or fantasy, who come into fairly straightforward items as gifts or treasure trove, the heroes of D&D, like the far-future explorers of the ruins, have to contend with a relic of the ancients being possibly cursed. The artifacts section in the Dungeon Master's Guide even suggests creating random benefits and drawbacks. So, when your adventurers gingerly try out that new potion or necklace, they're acting more post-apocalyptic than fantasy -- acting out of wariness, rather than awe.

And then there's psionics, and perhaps only an obsession with Hiero and the Deryni novels can explain why Gary mixed mental powers with magic in both editions he had his hands on. It's pretty clear that the D&D psionic combat system draws on Hiero's many mental duels with evil forces, which describe different modes of attack and defense. Very present in the novel, too, is the central balancing idea for D&D psionics - while characters can luck into these amazing powers essentially for free, using them opens you up to attention from a whole new range of unwholesome entities.

Finally, one thing the illustration reminds me of: like Ursula K. LeGuin's Earthsea series and, a little later, Samuel R. Delany's Neveryon stories, Hiero's Journey is very much a post-Civil Rights movement fantasy, where North America has mainly been repopulated by ethnic minorities, and pale people are barbaric and seldom seen. A reminder, perhaps, that the old school had a more progressive streak to it - think M.A.R. Barker's Tekumel, based on non-European cultures -  before all the cliches about Scottish dwarves and the like sunk in.

Tuesday, 29 October 2013

Medieval World

Every once in a while a commenter will remind me that, yeah, I am slowly eking out a series of genre/environment cliche d20 tables and it wouldn't be too hard to get the next one going. Ideas for these come over a few days and then, there you have it.


Friday, 4 October 2013

Turning the Fantasy Party to Superheroes

We now pause our discussion of coolness in D&D for a word from our Joesky sponsor.

In the fantasy adventuring party, some of them fight and others have spells.

In the superhero party, everyone fights and everyone has one "spell."

(Except Batman.)

(And Doctor Strange.)


Superknight by John Staub.

This suggests a "medieval mutants" campaign using the standard rules of your D&D-oid system, but there are no clerics or wizards. Instead, everyone is a fighter or thief (or a scholar, with stats as a wizard and gaining experience twice as quickly).

All PCs and major villains get a mutant power that is a (d6: 1-3, cleric, 4-6, wizard) spell, level determined by the minimum of 2d6. You get an additional, thematically related spell at every odd level. If the power's level is:

Greater than twice your level: Using it knocks you out for 1 hour.
Greater than your level: You can only use it once a day.
Equal to your level: You can use it twice per day.
Lower than your level: You can use it three times a day
Lower than half your level: You can use it at will.

Also, this looks good for a psionics system in a standard fantasy campaign, with an appropriate XP tax on the lucky psionicist.

Sunday, 10 March 2013

Braggart: Munchausen meets Munchkin

Cracked.com had a piece recently that may as well be called "Don't Play That, Play This" in which the author argued for the superiority of post-1990 boardgames like Settlers of Catan and Ticket to Ride to traditional family boardgames like Monopoly and Risk.

I am pretty sure nobody reading this blog needs convincing on that point, but it occurred to me that similar value judgments could be made within the category of games considered "geeky." As one example, there's a class of games that I think of as "LINO": Legends in Name Only. These date, also, from before 1990, when weekends were long and unrelieved by the Internet, and game designers put quickness of play and elegance pretty low on the list.

Revisiting these games as an adult with few opportunities to sacrifice more than four hours at a time to the gaming gods, they don't have as much appeal. The long playing time, rather than creating an epic realm beyond time and space as you remember them doing, instead just aggravates their design and rules flaws. Titan, I'm looking at you; Kingmaker, Talisman, the list goes on. I would even venture to say that almost every game in the plastic-figure chokefest genre (for example, Shogun/Samurai Swords) has been decisively made obsolete by FFG's Chaos in the Old World, which delivers the same kind of strategic sweep at half the price point and less than half the playing time.

The present age's Legend in Name Only has got to be SJG's Munchkin. A rampant best seller by hobby game standards, Munchkin's fun value is about 75% exhausted once you have read the jokes in any given deck. The game grinds on randomly, punctuated only by outbursts of violence against anyone so much as threatening to be the winner.

Yesterday, though, I got introduced to a game that kicks Munchkin out the door. It may be hard to find outside the UK, but Braggart plays in a half hour or so and delivers solid laughs. You are taking the part of Generick Fantasye adventurers sitting around in Ye Old Fantasye Inne and boasting of their exploits, which you put together from a required Deed ("I heroically slew...") and Foe ("...the foulest of all dragons.") and can embellish with a Scene and Result. All these cards have a point value, with the less impressive ones being lower. There are also Ploy cards that let you steal and draw cards, and "Liar" cards which let you switch out better for worse cards in another player's story. The humor comes mainly from bathos ("I forged elemental weapons to destroy ... an angry looking chicken") and slightly suggestive exploits ("I covered myself in oil to wrestle ...")


Strangely enough, Braggart's flaws are also Munchkin's flaws: the laughs follow the law of diminishing returns, and the gameplay is random with a hobble-the-leader tendency. Honestly, the best feature is that Braggart proceeds to a definite conclusion: the winner is determined when the deck runs out. What Braggart lacks that Munchkin doesn't, of course, is over a decade of expansions.

All the same, what makes it work for me is that it's a sendup rather than a simulation of adventure, kind of like the Baron Munchausen game on rails.

Thursday, 6 September 2012

I Cut My Twee With Some Gangster

Look, I'm not expecting D&D module writers to be Hermann Hesse. I'm not even ... sheesh, OK, let me back up here.

This is about my current campaign, so anyone who's in that campaign (or about to make a guest appearance) might want to look away and come back in a few months' time.

Wibaldwy!
So, our heroes got teleported to an area on the border between a stodgy theocratic state and the Elven realms. Wanting to have a change of tone in the campaign, I set out looking for published materials involving fey or faerie realms. I put out a call for help on the RPG Site forums and got a number of general pointers as well as a few specific modules.

Now when it comes to non-Tolkien elves - faeries, sprites, terrible monarchs and rotund little toadstool nobodies - and the human types that seem to crop up alongside them - roguish seducers, merry bards, manic pixie dream girls, pratfalling authority figures - there are three ways you can go.

You can go serious, as Gene Wolfe in his Wizard Knight series and Susanna Clarke in Jonathan Strange and Mr. Norrell and Christina Rossetti in her poem "The Goblin Market" handle the fairy world, as Hermann Hesse (I warned you) in Narcissus and Goldmund handles the devil-may-care second titular character. There is magic, there is enjoyment, but it's glimpsed from a sober vantage point, and there are consequences. Terrible consequences for the faerie magics that annihilate space and time and cause and effect, tragic consequences for the thoughtless seducer like Goldmund or Don Giovanni.

You can go wistful, like Hope Mirrlees did in Lud-in-the Mist, like Shakespeare did in A Midsummer Night's Dream, like Neil Gaiman who avowedly was inspired by Mirrlees' approach, like rakes and fops in Restoration comedy. The fairy realm is strange and frightening, the seduction and carousing disruptive, but the overall mood is kindly and comedic. Out of the roleplaying materials I've seen, the closest thing to successfully evoking this kind of atmosphere is a One Page Dungeon contest winner, The Faerie Market (pdf link).

(Back to literature, let's not forget Jack Vance's wonderful Lyonesse, navigating its fairyland with skill between the dreadful and the merciful.)

Woguishness!
But then - alas! - we have a couple of role-playing modules who take an approach sadly reminiscent of the Star Trek: The Next Generation episode "The Outrageous Okona". They grab you by the neck, shove your face into the funny, and scream "Look! Are these not some merry pranks we have got here?" It is my duty to report that, as interesting as their adventure situations are, the Dragonsfoot module "Red Tam's Bones" by John Turcotte and the early-period d20 module "The Goblin Fair" by Matt Finch fall into this category when it comes to style.

Here's some advice for anyone trying to write a lighthearted adventure: You are not writing jokes for the DM to read aloud. You are setting up potentially funny situations for the DM and players to work with, which is the only way there is going to be laughter at the table. So, please do not write boxed text in a Renfaired-out, Keebler O'Shaugnessy voice. Do not wink and leer about the naughty goings-on, especially if your coy innuendo is laid on so thick that we have no idea what's going on and we're forced - forced I tell you! - to come up with perverted possibilities much worse than what you probably intended.

Anyway, even with that stylistic chaff out of the way, there's something in me that rebels against going full-on twee. This is why the aspect of faerie fiction that grabbed me most in the lead-up to this campaign was the addictive, disinhibiting "fairy fruit" explored by Rossetti and Mirlees. So the base for this campaign is turning out to be a kind of "Hamsterdam" from The Wire, the town of Famorgane through which both licit and illicit trade between the theocratic Inviolacy and the elven and faerie realms is conducted.

And naturally, there's a local strongman movin' that fairy fruit - "The Greengrocer," Anton the Mountain. Last night the party had some entertaining interactions with him, trying to sell off the purple worm ivory they had brought with them from the previous adventure, and somewhat unwittingly being tried out for roles in his gang, before setting out on their quest for Red Tam's bones.

There's time enough for fairy rings and little people later on, the way the adventure is headed. It's just amusing to realize that I've got to grit up my twee with some gangster to make it work for me.

Sunday, 26 August 2012

Anomalous Subsurface Environment

Anomalous Subsurface Environment, by Patrick Wetmore of the Henchman Abuse blog,  is the first installment of a megadungeon. It has been out for about a year, and shortlisted for the Three Castles Award in 2012. I decided to get it at the OSR booth at Gencon this year, not because it would be particularly useful in my current campaign, but as inspiration and possible grounds for a future campaign.

Please note that some spoilers for the ASE settting, inevitably, follow.

Also, this video by The Sword.
Wetmore puts the players in an explicitly postapocalyptic setting bombed back to medieval technology millennia ago, where tyrannical wizards rule the majority of humanity and one free city, Denethix, is hesitantly crawling up the technology tree. This somewhat excuses the dedication of about half of the book to setting up the city and surrounding area. Settings like this are rare in gaming outside of Gamma World and the like, although more common in literary and pop science fiction. There are subtle and not-so-subtle nods to Gene Wolfe (both New Sun and Long Sun series), Walter Miller's A Canticle for Leibowitz, the film Zardoz, etc. Plus, dinosaurs.

Some goofiness in the art and descriptions is excessive, but easily toned down with a simple twist of the dial - for example, I'd change the cornstalk men to Wolfean chlorophyll-sustained Green Men.

The titular ASE is a self-sustaining, seemingly magical realm discovered in the ancient days beneath a mountain near Denethix, and investigated in secret by scientists. It conforms to the model of a mythical underworld dungeon, with dressed stone walls, ironbound doors, monsters, traps, and treasure. Elusive "dungeon elementals" creep around, closing doors and restocking rooms. After the research facility was sealed four thousand years ago, accelerated mutations in the inhabitants and investigators have left the chambers teeming with rival factions: surviving robot soldiers, standard D&D goblins, H. G. Wells' morlocks, and "Screechmen" patterned after the Weekly World News' Bat Boy.

Part of the charm and dark comedy comes from the multi-layered civilization/barbarism faceoff. You have the schematic and stagey primitive ruin that is the ASE itself, being studied by the high-tech scientists whose works have decayed and degenerated, while your explorers are breaking in from a society on the rise that wants answers, laser guns, and money. The strong implication: your discovery of the ASE complex and its mysteries will seriously upset the political and technological balance of the world. Yes, there's a meaningful megadungeon among all the macabre inventiveness.

The module does a good job of leading potential adventurers into the drama of opening the sealed Environment, and also stands out for interesting map and monster designs, including the memorable corpse jellies and blade zombies. Descriptions are sparse, in old-school style, except when outlining the complications of a mechanism or the history of a particularly meaningful room. However, only one complete level of the megadungeon, plus an entry level and a side adventure, is detailed in the volume.

In sum, I'm glad I picked this up. It would be my first choice right now if I wanted to start running a non-standard campaign setting while still keeping old-school D&D compatible rules. The only question for me is whether and how soon the next installment is coming.

Saturday, 30 June 2012

The New Wave of Geekish Heavy Metal

Continuing an irregular music series.

And lo, it came to pass that the child Dungeons and Dragons was given to be fostered in the years of the 1970's, in the sylvan glades of art rock and the mead halls of heavy metal. And as the years wore on, the two grew up together; so that the bards of metal sang songs of epic fantasy and derring-do,


the videos did writhe with wizards and dragons,

 

with far more iron than irony,



And, as all things revolve under the sun and nothing truly dies, the 2000's begat a new wave of alternative heavy metal. In the nomenclature of metallic groupuscules, these are bands faster and tighter than stoner metal, less complex than progressive metal, harkening back to power-metal and New Wave of British Heavy Metal acts like Iron Maiden and Judas Priest.

Among these are bands unable to resist the lure of lyrics steeped in the 70-80's vibe of comics, speculative fiction and gaming. Such as 3 Inches of Blood:


And of course, The Sword, who give 3 Inches competition for the most old-school D&D lyrics of all time, with a postapocalyptic science-fantasy quest for weapons "wielded by kings of old" and "crafted by evil wizards":


"Hyperzephyrian" meaning "beyond the west wind" as "Hyperborean" means "beyond the north wind." Hey, if your campaign doesn't have ancient Hyperzephyrians in it, it better have something just as good!

Sunday, 8 April 2012

Prognardia: Rock 'n' Roll Moorcock

In the chronicles of the long, bong-bubbled affair between fantasy literature and rock 'n' roll, no writer has plunged deeper in than Michael Moorcock. At three five-year intervals - 1975, 1980, 1985 - his hero Elric phased through hi-fi speakers to the delight of nerdy teens, brought to life by the legendary bands Hawkwind and Blue Öyster Cult, through lyrics penned by Moorcock himself.

Hawkwind and BOC, actually, have a lot in common. Both were born in the late 60's, early 70's rock scene. At that time many questions that were later to incite bitter civil wars were being tried out from both sides, sometimes by the same band and sometimes in the same song. One such question: loud and fuzzy and sludgy, or precise and artistic and clean? Before the Sex Pistols and Ramones squared off against Pink Floyd and Yes, the early albums of Hawkwind and BOC pitted psychedelic reverb and science-fictional lyrics against the guitar crunch that would go on to fuel generations of punk, metal and grunge.

Hawkwind: Urban Guerrilla (1973; later covered by Mudhoney among others)

BOC: Cities on Flame (1972; later covered by Iced Earth among others)

Between the two bands, BOC's advantage is that their lyrics and approach always hit that fine point - gonzo, but not silly, a kind of controlled, knowing over-the-top. If they were roleplaying sessions, BOC would be Expedition to the Barrier Peaks with Erol Otus GMing, while Hawkwind would be Middle Earth RPG run in costume where the big reveal is that Tom Bombadil is an evolved life form from the Cygnus Nebula.

(Then again, the Cult's music eventually dead-ended into a kind of optimized, Jim Steinman,  album-oriented rock. Hawkwind has had the more illustrious influence - their bassist, Lemmy, would go on to found Motorhead, leaving an indelible mark at the boundary of punk and metal.)

Anyway, Moorcock's first outing with Hawkwind came on The Warrior On The Edge of Time. Apart from the title reference to the Eternal Champion, Moorcock himself intoned relevant-themed poetry on three of the album's tracks, like this one:

Hawkwind - The Wizard Blew His Horn

Best of all was when the gatefold opened up, a flap fell down and it was revealed that this seeming innocent record album cover was actually a shield ... The Shield of ... hold on, I think it's got letters on it ... The Shield of Chaos!

Fast forward to 1980, where Moorcock writes the lyrics to "Black Blade" on BOC's Cultosaurus Erectus album, first person from the point of view of Elric himself. And the band goes wild with sound effects, Vocoder and Hammond organ:


Moorcock also contributed a couple of lyrics to other BOC albums, but "Black Blade" is tied the closest to his fantasy works.

Now it's 1985. Most of the prog class of 1970 is reinventing themselves. Floyd have broken up, Yes, Tull and Genesis have gone radio-friendly, King Crimson have followed Fripp into the experimental guitar maze. For Pete's sake, This is Spinal Tap came out last year! Yet oblivious to the mockery, Hawkwind and Moorcock thunder down the rails. They crank up the earnestness of their sword-and-sorcery stage show to 11 with an entire concept album about Elric called The Chronicle of the Black Sword.


Ah! Where now is the will to wretched excess? Where now are the swooping Elric mimes? Lost, my friends, smothered beneath the sands of irony. I love this stuff, but I can't really recommend it to the coming generations (although there's every chance a smart 11 year old kid would really dig BOC.)

Thursday, 22 March 2012

By the Way, Conan Never Leveled Up

Trying to come up with answers to the challenge of how to make high-level combat more than a grind, I asked myself: "What did the great writers of adventure and fantasy do?" But in classic fantasy fiction there is no such thing as D&D's high-level combat between biological ironclads possessed of three-digit hit point totals. And who can blame those writers? In the pulp market, descriptions of combat needed to be pointed, tense and thrilling; though things have changed in these days of the interminable epic page-churner.

He actually takes one swing, then runs.
Take the Robert E. Howard story Red Nails. Its first combat pits Conan and Valeria versus an old-school, tail-dragging stegosaurus. By all chronologies the action in this story comes late-ish in Conan's career (Fighter 16/Thief 12? Really, Gary?) Valeria by all accounts is no knockover as a fighter. In D&D these two high level characters would come at the "dragon," swords swinging; maybe go a few rounds and take a few big blows before realizing that the monster is too hard-skinned and too strong for them. Instead, Conan sizes up the peril right away and immediately runs up a rock to hide. When he does prevail, it's not in a toe-to-toe slugfest, but through a ruse worthy of a desperate first-level D&D character.

Conan gains experience over time. But his experience is what we would now call player skill: a knowledge of the ways of the world. In battle he keeps rather than discards the sense and cunning to run, hide and fight dirty that kept him alive from the start. He is stronger, faster, more aware than most other men - but these are qualities he had at the start of his career. They have helped him survive, but they do not guarantee his survival. In the end, Conan reaches his kingdom without a battleship's load of hit points and an ability to hit AC0 more often than not. Maybe he's just the lucky one; the unlucky ones, as confident and skilled as they were, Slith and Alderic and Thangobrind, show up in Lord Dunsany's stories.

The point of tension in a D&D combat comes when hit points are low, when critical moves are contemplated, when the decision to cut and run is made. High-level combat takes a long time to reach that point. Unless they're infected with the D&D view of the world - a sad backwash indeed! - fantasy writers need to get there immediately. But how to get there in the D&D game without the deus ex machina of super saiyan sorcery?

As promised, more on that next time.

Friday, 9 December 2011

The Epic Fantasy Wargame Catalogue:1980-1991

As obscure as the counter-based epic fantasy games from the 70's are today, the ones I presented previously are actually the better-known of the lot. The list below from 1980 on is largely a product of Boardgamegeek (BGG) research; I only have definite memories of seeing Barbarian Kings, Valley of the Four Winds, and of course the late arrival Greyhawk Wars.

Thursday, 8 December 2011

The Epic Fantasy Wargame Catalogue:1975-1979

All right folks. After a lot of jogging of the memory and a little trawling through Boardgamegeek, here is the first part of what I believe to be a complete catalogue of the epic fantasy counter-based board wargame genre, as defined in my previous post.

Photo by Ray on boardgamegeek

Wednesday, 7 December 2011

The Epic Fantasy Wargame: Introduction

In the 1970's and early 1980's, the established hobby of board wargaming cross-fertilized with a wave of interest in fantasy literature and adventure. The result? A genre of game largely neglected in the ongoing old-school revival: the epic fantasy wargame.

Below I'll catalogue the central elements of this genre; the ones in bold I think are essential, the other just typical.

Photo by j.mccracken at boardgamegeek
Epic-scale map board. The map takes in kingdoms and even continents, on a grand-strategic scale. It depicts either an invented fantasy world; a fantasy world taken from fiction; or potentially, a real-world area given a fantasy treatment.

Hexagonal map grid. Although this was typical of games in that era, there were some games (like the Elric one, or Greyhawk Wars) that dispensed with this, using movement by areas instead. Arguably, you don't really need the kind of precise rendering of maneuvers and battlelines that hexagons give when gaming large-scale pre-conscription warfare, in which small armies cruised across a huge landscape without much operational subtlety, and clashed at designated battlefields.

Photo by Richard Maurer at boardgamegeek
Die-cut cardboard counters. Another standard feature defining the era's wargames. The success of Axis and Allies in the early 90's would create another related genre of game using plastic figures, but that belongs to a later time.

The counters represent armies as well as individuals ... Without the armies, it's not a wargame, but an adventure or quest game (as in Greg Stafford's King Arthur's Knights). Without the individuals, it's not epic - typically, one of these games would have rules for heroes leading armies, as well as going on quests, conducting diplomacy, and other things that armies can't accomplish.

.. and there is a lot of flavor and color through other means. Counters for monsters, artifacts, special locations; cards, tables, or numbered paragraphs representing events, nations to be won though diplomacy, relics ... all of these are very typical of the genre and helped give each game the special flavor of its world.

With all these elements, the play and objectives of one of these games were fairly similar to the historical equivalents. Armies fought by comparing strengths and a die roll on a chart, and the object of the game was to capture territory; or at least doing so won victory points. Less typical, though, was the "epic" layer in which heroes moved around the board attempting various things, gaining magic items and allies, which in turn could serve as an alternate victory condition or contribute to victory points.

In the next post I'll attempt a catalogue of these games, and ask for your help in identifying any I may have missed.