Showing posts with label gladiators. Show all posts
Showing posts with label gladiators. Show all posts

Sunday, October 8, 2017

Inspiration: Strikeforce Morituri

Art by Brent Anderson

The premise of CYB✪RG C✪MMAND✪™ – heroic individuals undergoing a dangerous, experimental process in order to fight invading aliens – is good enough.  Unfortunately, the game does not implement this premise in an especially engaging way.  A better implementation of this premise can be found in the Strikeforce Morituri series published by Marvel Comics.

Created by Peter B. Gillis and Brent Anderson, Strikeforce Morituri began publication in 1986, the year prior to the release of CYBORG COMMANDO.  The story begins in 2072, four years after an extraterrestrial race, the “Horde,” began their depredations upon the Earth.  Human technology is no match for Horde technology.  Thus the Horde launch pillaging raids from their orbital base and several land bases without fear of reprisal.  The Horde have no interest in exterminating humanity or conquering the world, they just loot whatever civilizations they encounter.  Still, they have more personality than CYBORG COMMANDO's Xenoborgs.  The Horde use psychology against humans and Gillis does a good job of demonstrating their cruelty.

The Morituri represent the only hope humanity has against the Horde.  Only a select few are accepted to take the Morituri Process, which has two phases.  Phase one enhances the subject's physiology and grants increased strength so as to withstand the stress of the next phase.  Phase two imparts a super-power to a subject, the exact nature of which is impossible to predict.  Eventually, every Morituri subject will reject the enhancements with fatal results.  Hence the name “Morituri,” which comes from the Latin phrase nos morituri te salutamus (“we who are about to die salute you”); a phrase attributed to gladiators.  Whether or not any gladiator actually made that remark is immaterial to its relevance to our protagonists.  Ideal Morituri candidates are expected to live up to a year before the process kills them.  The “up to a year” lifespan is taken for granted, even though this assumption is made before any Morituri subject has survived for nearly that long.  It seems to be wishful thinking or perhaps we as readers are supposed to suspend disbelief in this regard.

The Morituri enjoy a celebrity status, which is as important (if not more so) than their actual military accomplishments.  In testament to this, the commander of the Morituri squad is not a Morituri herself, but had experience in the entertainment industry prior to the invasion.  This is the type of dramatic element of which CYBORG COMMANDO does not take advantage.

A game based on Strikeforce Morituri would seem to offer a richer experience than CYBORG COMMANDO's “setting.”  This is especially true in that there is little to distinguish CYBORG COMMANDO characters for one another while each Morituri subject has a different power.

Sunday, June 8, 2014

The Gallicus School for Prospective Gladiators



          The historian Daniel P. Mannix tells an interesting story about the Roman Games.  During the reign of Nero, the Empire's economic troubles got so bad that there was two weeks of uninterrupted rioting in the city streets.
          While this was going on, the Captain of the Shipping had a crisis meeting with the First Tribune.  He had the Merchant Fleet from Egypt ready to land.  But there was a choice of cargo; corn for the starving people or sand for the Circus arena.  Which, asked the Captain, was it to be?
          “Are you mad?” shouted the harassed Tribune.  “The situation here is out of control.  The Emperor is a lunatic.  The army is on the edge of mutiny.  The people are dying of hunger.  For the gods' sake, get the sand!”
– Man, Myth & Magic Book I (p. 18)


The boxed set of Man, Myth & Magic contained three rule books; Book I – 'The Basic Rules' – was intended for people who “have never played a role playing game.”  People “already familiar with role playing games” were directed to go to Book II after reading the sections on “Combat, Reading the Dice, and Basic Characteristics.”  Man, Myth & Magic started out as a game called Arena, according to Appelcline's Designers & Dragons.  We see evidence of this in Book I, the introductory version of MM&M wherein all player characters are gladiators (prospective gladiators really) in ancient Rome.  The back of the box reads, “It is summer, 41 A.D.” but the actual year – as we shall see – is not fixed.  Beginning players are not coddled with pre-generated characters, they create characters by rolling (percentile) dice to determine the prime characteristics of Strength, Speed, Endurance, Intelligence, and Courage.  A sixth characteristic – Skill – is left undetermined because the characters have not yet received training.  Characters are required to have names; a couple of dozen sample names are provided.  Players also roll percentile dice to determine the number of gold pieces (libra) each character has as an inheritance.

The party of player characters begin the game en route to the Gallicus gladiator school where they are expected to arrive by a certain time.  The way is blocked due to a military procession which will take hours to pass.  In order to reach the school on time, the party must travel through a violent and unsavory section of town called 'the Warren'.  The players are presented with a goal, then a complication.  Various establishments exist in the Warren for characters to encounter, among which are an apothecary that sells healing potions, an amulet & charm shop, and the requisite tavern.  As the characters travel through the Warren, the players become acquainted with the rudimentary RPG 'skills' of observing the environment and interacting with non-player characters; of course, they are also exposed to the essential rules of MM&M combat.

Book I isn't arranged merely for the benefit of the players; it also instructs the novice game master.  On page 5, author Herbie Brennan explains:
          The prime function of a GM is to describe to players what their characters are seeing and experiencing.  Just that and nothing more.  His secondary function is to act out those non-player characters the gladiators meet; and to decide, by dice rolls, on the outcome of any conflicts.
          It is no part of the GM's job to compete with players or direct their movements.  Each gladiator character is free to behave in any manner he sees fit.  The GM's sole concern is to calculate and describe the consequences of any action.
Of course, these are fundamental tenets of RPGs, but rarely have I seen them explained so succinctly and clearly.  There are no 'gray box' read-this-out-loud passages in Book I, but Brennan provides examples of what a GM could say and emphasizes the importance of dramatic effect.  He says on page 6, “...Game Mastering is about drama, atmosphere, mood, fascination and excitement – not about rules and regulations, although the rules and regulations are a necessary evil.”

The Gallicus school is mapped out (see below) and its various locations described “[s]hould the party elect to explore.”  The main point of interest, however, is the training labyrinth – in effect, a 'micro-dungeon'.  “Training” consists of players learning about the different gladiator types, their weapons, and an expansion of the combat rules.  (In MM&M, the gladiator types are retiarius, secutor, thracian, samnite, sagittarius, and thrax.)  For training purposes, each player is allowed to choose a type for his (or her) character.  Upon choosing a type, characters are expected to enter the training labyrinth.  As might be expected, the training labyrinth takes the form of a maze; at various points there are pit-traps, opposing gladiators, and even a lion encounter.  Opposing gladiators will have 'Life Point' totals equal or similar to that of the player characters.  Characters may enter the training labyrinth individually or as a group.  Opponents of individuals will be singular while groups will face groups of equivalent size.  Survivors of a group expedition get to roll percentile dice to determine their 'Skill' characteristic and they add 10% to Strength, Speed, and Endurance.  Individual survivors roll twice for 'Skill', choosing the better roll; they also add 15% to Strength, Speed, and Endurance.

Having 'graduated' from the training labyrinth, characters are ready to participate in the gladiatorial games.  “Each Games session concludes when every gladiator character has fought once in the arena,” we learn on page 18.  Perhaps the most important aspect of any Games session is which Emperor will preside; 1d6 is rolled:  1-2, Tiberius; 3-4, Nero; 5-6, Caligula.  That's right, Nero can preside over one session, Caligula the next, followed by Tiberius, then back to Caligula.  It is for this reason I said above that the year is not fixed.  MM&M Rome essentially exists in a timeless realm where different reigns overlap one another.  Some may find the irrationality of this (non-)continuity to be a game-breaker, but those who can accept it are more likely to tolerate the irrationality to be found in the advanced rules.

Anyway, if Tiberius is rolled, players may ask for a re-roll.  If Tiberius is rolled again, the players are stuck with him; otherwise, players may choose between Tiberius and the second Emperor rolled.  Under Tiberius, players can decide to have their characters fight one another ('competitive combat') or against NPCs.  Nero requires competitive combat while Caligula requires competitive combat or animal combat (50% chance of either).  Monetary awards to victors tend to be small when Tiberius presides, but he is more apt to permit a loser to keep his life.  Nero is generous but will never issue a Gladiator Pardon.  Caligula, being the original poster-child for crazy, is unpredictable.

Supposedly, “When Tiberius presides...experience adjustments are less than those arising from combat under other Emperors.”  However, page 20 makes no distinction among Emperors with regard to combat experience.  Every successful arena combat improves a characters 'to hit' score by 5 and adds ten percent to “basic statistics.”



1 – Legion Barracks
2 – Legion Barracks
3 – Legion Mess Hall
4 – Gladiator Mess Hall
5 – Cookhouse
6 – Arms Store
7 – Food Store
8 – Communal Jail
9 – Administration Building
10 – Chief Trainer's Villa
11 – Gladiator Barracks
12 – Gladiator Barracks
13 – Training Labyrinth
14 – Latrines
15 – Solitary Confinement Cells
16 – Animal Houses
17 – Whipping Post

Monday, December 9, 2013

The City Half as Old as the World


Combatants in the Hirilákte Arena; Richard Launius (1987)

Two weeks ago, I indicated that introductory role-playing games ought to have introductory adventures.  By virtue of being one of the very first RPGs, Empire of the Petal Throne is an introductory role-playing game.  However, it does not have an introductory adventure; it has something arguably better.

I have previously discussed Professor Barker, his game, and his world – so there is no need to include that information in this post.  While the setting of Tékumel is too intricate for me to analyze it with any justice, I hope to gloss over what I consider to be some of the more interesting aspects of Barker's world in addition to exploring of the game's mechanics.  (Incidentally, the first edition rules are currently available electronically.)

Anyway, according to the section “Starting the Game,” all EotPT player characters are recently arrived foreigners in the Tsolyáni port city of Jakálla – “Princess of the River, Mistress of Cities.”  Specifically...
...it is assumed that [they] arrive in a small boat...It is also assumed that everyone speaks understandable, though non-native, Tsolyáni and can read the modern form of this language.
No reasons are suggested for why the characters are in this circumstance; none are needed.  Having come “from their (presumed) barbarian homelands,” their lives up to this point are inconsequential.  Strangers are limited to the foreigners' quarter, a sort of ghetto for adventurers.  The rules expressly advise beginning characters “to remain within the foreigners' quarter until contacted for a mission by some nonplayer Tsolyáni character.”  Player characters who venture out of the quarter unescorted “run the risk of making errors in speaking Tsolyáni or in the intricate rules of Imperial etiquette” – risks that can result in circumstances “from derision and laughter to a quick trip to the impalement stake.”

Jakálla Foreigners' Quarter; Craig James Smith
          Upon reaching experience level III, a player character may travel freely within the Empire.  When he or she attains level VI, Imperial citizenship is granted...
In Skyrealms of Jorune, player characters also attempt to become citizens.  This serves as both the motive and focus of play in Jorune, while in EotPT 'citizenship' seems more like an automatic, ancillary effect of successfully partaking in adventures.  Regardless, the “foreigners' quarter” restriction allows the characters and the players to be introduced to the alien nature of Tékumel at a gradual pace.  Yet life in the foreigners' quarter is not comfortable:  “The food is abominable – stomach complaints and diarrhea are common.”  Thus, there is an incentive to leave the quarter behind.  This is accomplished by undertaking missions.
While still dwelling in the foreigners' quarter in Jakálla...[player characters] are often visited by Tsolyáni seeking their services.  This form of employment is advantageous since such Tsolyáni employers or patrons can offer help, money, further personnel, and even magical items.  By undertaking these missions...[player characters] also form social contacts within the Empire and begin to establish a place for themselves, a circle of Tsolyáni friends, etc...
Possible visitors to the foreigners' quarter include (but are not limited to) Evil Priest/Priestess, Good Priest/Priestess, Magic User, Nobleman/-woman, Nonhuman, and Scholar.  Possible missions include (but are not limited to)...
Help in a quarrel, join in political intrigue, assassinate visitor's enemy...Join in an expedition to the nearest Underworld...Become the visitor's champion in the Hirilákte arena...Visit visitor's home (purpose decided by referee)...
Although not specified in the rules, I think there would exist 'agents' that facilitate contact between prospective employers and appropriate candidates.  I can't imagine that important Tsolyáni citizens would spend a significant amount of time in the foreigners' quarter in hopes of coming across a suitable employee among the riff-raff.  An agent would coordinate interests efficiently and with discretion...for a reasonable price, of course.