Showing posts with label rant. Show all posts
Showing posts with label rant. Show all posts

Sunday, November 3, 2019

TIMESTORM (Part I)

Art by Stephen Sullivan
Over the course of a page, the Timetricks supplement describes a theoretical concept called a Time Storm (two words):
A Time Storm is a series of completely random, unpredictable changes that could affect any number of Parallels, even intermixing people, things, and events among the Parallels.  To get some idea of what a Time Storm would be like, imagine a box of dry spaghetti.  Take the dry strands of spaghetti out of the box and lay them out, one next to the other, on the surface of a table.  You have a rough model of the Continuum now:  each strand of spaghetti is like a Parallel.   Now, imagine that you’ve cooked all those strands of spaghetti and dumped them in a heap on a plate.  That’s roughly what the Continuum would look like after a Time Storm.  And, just to make matters interesting, it is possible (at least in theory) that a Time Storm would never end; the tangling and mixing of people, things, and events from all Parallels could go on forever.
In 1986 – the year after the publication of Timetricks – Pacesetter released Timestorm™ (now one word).  At 96 pages, “Timestorm™ is a short campaign of six adventures, each one playable in an evening or two.”  The back cover admonishes, “These adventures are so tumultuous, so wild, and so deadly that we recommend you don't use regular Time Corps agents.”  Included with Timestorm™ are “eight ready-to-play heroes from the Corps' infamous 'Last Resort Division'. . .”  Timetricks describes this division:
          The Interparallel Tactical Command for Temporal Realignment is the most exclusive, elite force in the Time Corps.  This division consists of 500 hand-picked agents recruited from throughout the Continuum.  Included in the division are the duplicates of some of the greatest heros [sic] from both history and literature in over 100 Parallels. . .
          This division is reserved exclusively for two types of missions:  those that other agents have already tried and failed to accomplish, and those considered so dangerous, difficult, or both, that no other group of agents would have any chance for success.
With regard to the player characters provided in Timestorm™, we learn that “each one is a 'duplicate' of a hero or heroine from Earth's history.”  'Duplicate' in this sense means an analogue from a Parallel where the person had negligible influence on the timeline.  These characters are preferred for the Timestorm™ campaign in that each “has a special ability that PCs from the Earth Specialty Division do not have.”  Although eight characters are provided, “The optimum number of PCs is six.”  Half of the characters are male and the other half, female.  Here are synopses of the eight characters:

Boudicca
Presuming a lack of name recognition on the part of the consumer, the back cover informs us that she is “a Celtic warrior queen.”  In addition to Paranomal Memory (which all of the characters have), Boudicca has the Ignore Pain talent.  Her special ability is an “ancient Celtic battle cry,” which causes a single opponent to be terrorized if the opponent fails a Willpower check.  This ability can be used “against a given foe only once per encounter.”  Other than skills a Celtic warrior queen might be expected to have, Boudicca has the following skills at Master level:  Time Corps Stunner, Pilot, and Investigation.  (All of the characters have Time Corps Stunner and Pilot at Master level.)

Sgt. Striker, U.S.M.C.
About Striker, we are informed by the first sentence of his description:  “a gung-ho sergeant from the U.S. Marine Corps in World War I, is an almost unstoppable human fighting machine.”  Actually, there are suggestions that Striker is a veteran of WW2 rather than WW1; he was born in 1905 and his Historical Specialty is “United States and Japan, 1805 - 1945.”  His additional talents are:  Ignore Pain, Paranormal Talent Detection, Parallel Identification, and Temporal Tracking.  When Striker suffers an injury in combat, he takes only half damage with a successful Luck check.  (His Luck score is 56.)

Amelia Earhart
Timestorm™ describes her as:  “One of the greatest pilots of all time.”  Actually, Earhart was not a great pilot; she was a capable pilot with a knack for self-promotion.  If I were choosing a team of adventures and the fate of the Continuum was on the line, I would be reluctant to select someone whose career ended as hers did.  Fortunately, there are alternate, contemporaneous aviatrices; to name merely three:  Ruth Nichols, Elinor Smith, and Pancho Barnes.  Earhart's special ability regards aerial combat:  “she can choose which side has initiative in a given round” and she has a +20 attack modifier.

Robin Hood
“Since he is one of the greatest longbowmen of all time,” Robin can “fire two arrows at the same time” and he can “ignore completely the reload time required of other characters.”  His Longbow skill is 131, one less than his skill with Polearms or Swords.  (His Time Corps Stunner skill is 133.)  His Agility score is 80, which is the normal maximum, and his Dexterity is 78.  I can't find fault with Robin Hood, but I might be more inclined to select an archer with experience on a cosmic level; someone like Shen Yi.  If I had a concern with female representation in the party, I would consider Annie Oakley.

Cleopatra
We learn, “Egalitarian values seem unnatural to her, and even as an agent of the Corps, Cleopatra longs for days when she held power on an almost world-wide scale.”  For a more 'egalitarian' heroine, I would select Mata Hari or either of the Claflin sisters.  Anyway, Cleopatra's special ability allows her “to gain the special attention and favor of individual human males.”  Her Personality score is 80 and she receives +20 modifier when making a Personality check.  An “NPC male falls in love with Cleopatra” on a “C” result.  Her paranormal talents include:  Telepathic Probe, Significance Sensing, Adaptation, Telepathic Sending, and (somehow) Demorean Telepathy.

Merlin
This version of Merlin has adapted to technology since his recruitment by the Time Corps.  His skills include:  Computers, Demolitions, and Advanced Temporal Engineering.  Given that the Timestorm™ Introduction states that Advanced Temporal Engineering is necessary for the campaign, it would seem that Merlin is a requisite member of the party.  His special ability equates to three magic spells:  Dragon's Breath (projection of fog that Merlin and his companions can see through), Enchant Weapon (a melee weapon gains a +20 modifier), and Change Appearance (“This spell changes the appearance of one person or creature. . . [which] can be made to appear up to 50% larger or smaller than actual size.”)

Agatha Marple
Agatha Marple is a fictional personality “once removed.”  She arose from a spoof of the mystery novels written by Agatha Christie . . . who created the character Miss Jane Marple.  Unknown to Christie, Agatha Marple became part of historical reality on Parallel M-14. . .
Seriously?  Miss Marple?  The very Continuum is threatened and Miss Marple is on the 'Last Resort' team?  If Reality is about to be destroyed, I want a detective who can bust heads and take a punch; someone like Mike Hammer.

Hercules
The description for this character begins, “Hercules originated on Parallel M-7, a Parallel where T-0's Greek mythology is a part of historical reality.”  Of course, Hercules isn't part of Greek mythology; he's part of Roman mythology.  Just go with Roman mythology if you want to use Hercules; otherwise, use his Greek name – Heracles.  Anyway, “Hercules” has a Strength of 100 and a Stamina of 120.  The normal maximum for both of these abilities is 80.  Whether Hercules or Heracles, I would rather not leave the fate of the universe in the hands of someone who flipped out and killed his family.  Why not give other strongmen a chance?  Milo of Croton, for instance.

Sunday, July 15, 2018

The Outworlds

Art by Jeff Dee

According to the Introduction of the Space Opera rules, “...we have been most fortunate in procuring several copies of the Interstellar Survey Service's Sector Star Atlases which are standard issue to all spacecraft entering given sectors of the galaxy.”  Actually, they're called Star Sector Atlases and are indicated as such in the product listings on the inside back cover.  Almost all of the Star Sector Atlases are numbered; for instance, the complete title of the first atlas is Star Sector Atlas 1:  The Terran Sector.  In Space Opera parlance, a sector represents a cubic volume of space 100-200 light years to a side.  The rules helpfully explain, “space is very definitely three dimensional...”  Very definitely.

The only unnumbered Star Sector Atlas is titled The Outworlds.  It is unnumbered because it “is not from the same game universe” as the default Space Opera setting.  However, even the numbered atlases can be inconsistent with one another since they are derived from different campaigns and thus reflect different interpretations of the setting.  In any event, The Outworlds sector “can be added on to an existing campaign, or be used as the starting point for a new one.”  Also, “The worlds and alien races in this sector can also be used on their own; simply ignore any references to other Outworlds.”

Supposedly, “The sector is 150 LY on a side.”  However, there are two planets that are 171 light years apart on the z-axis (or “the vertical dimension” as the rules state).  At least, that's what I gather from “–78 BISTHUM” and “+93 MANO.”  The Bisthum system is home to Outpost 8.  Outposts are defined as “Planets that are being investigated and prepared for colonization” and civilization is represented by “Generally an E StarPort, a few pre-fabricated huts, and a team of lonely researchers.”  The Mano system contains the planet Goshlookout where “semi-intelligent animals” plague the colonists.
     The first beasts were six legged dinosaur-like creatures who were heavily armored and armed.  Later types grew wings, prehensile trunks, shooting spines, and other deadly weapons.  The worst beast ability is the almost total resistance to poisons and biological weapons...Each beast will have one unusual ability, such as resistance to lasers or stunners.
The Outworlds was written by Stefan Jones, who has a variety of RPG credits that span decades, including Port o' Call.  Interestingly, his first writing credit was a (capsule) review of Space Opera in The Space Gamer #33 (November 1980).  (For Trillion Credit Squadron, he is listed as one of three people having “Useful Suggestions,” so I don't think that counts.)  Was he already working on The Outworlds (1981 copyright) when he submitted that review?  Jones also wrote the Space Opera adventures Vault of the Ni'er Queyon (1982) and
Operation Peregrine (1983).

In the atlas, information about each planet of interest is conveyed through two documents provided under the auspices of the United Federation of Planets.  (Really?  They couldn't go with the Federation of United Planets or the Combined Federation of Planets?)  The two documents are:  Form 217/DIS.8JE from the Department of Interstellar Survey and Form 550/CS.6MV from the Contacts Service.

Blank Survey Evaluation Form

Example Contacts Service Form:  Alkast

“Technological Level” appears at the top of the Contacts Service form, right next to the planet's name.  Whereas weapons and various items of equipment are assigned Tech Levels, what 'Tech Level' means with regard to a society is not expressly established.  Tech Levels range from one to ten but “Tech/7” is the standard level for galactic civilization.  Tech Levels correlate to “Type of Government.”  For instance, Anarchy results in a Tech Level range of 1 – 4; Representative Democracy offers 4 – 10.

Societal Strength also ranges from one to ten; a score of one “signifies a collapsing society” while ten “signifies a very strong society, highly resilient to sudden changes because of the sheer determination of the people and the social institutions to survive and adapt.”  Societal Strength is based on Social Organization.  A Caste Society has a 2  – 5 range; a Communist Society has a 1 – 7 range.

The Xeno-Acceptance Factor (shown as 'Xeno Acceptance Index' on the form) “is the percentage chance that a member of the culture will be prejudiced in his dealings with an 'alien' not demonstrably of his race and general cultural background and beliefs.”  Isn't that the opposite of acceptance?  Regardless, the lower the Societal Strength of a culture, the greater the chance of prejudice.

None of the Outworld planets have a listed Bureaucracy Level.  This is just as well since this concept is not defined in the rules.  Support Index refers to the portion “of the population which will support the present governmental system in a 'crunch'...”  Loyalty Index is the “chance that a given individual citizen will be loyal to the present system.”  Repression Index indicates the “percentage of the population 'repressed' by various discriminatory measures under the present social and/or political system.”  Corruption Index is the “chance that a given government official will accept a 'bribe' or 'gift' or 'token of appreciation'...”  Law Level ranges from one to twenty and is mainly concerned with weapon restrictions; the greater the level, the stronger the restrictions.

The Trade Acceptance Index is “the percentage chance that a trader will find a ready market for his goods on the planet.”  The rules inform us, “The index does not assure a sale, but it makes an attempt possible once per week that an offer comes up.”

Among the nine new alien races described in the The Outworlds there is what humans call the CULT; sometimes spelled with all capitals, sometime with only an initial capital.  An illustration of a CULT member is presented at the beginning of the post.
     The minds of the entire species are linked together by a sort of mechanical telepathy, using communicators implanted within the brain of each individual.  The CULT lives in space craft or on (or in) asteroid bases...They have five strong tentacles and a bulbous central body, all encased in a segmented exoskeleton... Cult walk on three of their tentacles at a time, leaving two free for manipulative functions.  The thick shell is usually light gray in color, the skin in [sic] dark red or purple.
     Behavior patterns of the Cult are very erratic...Trade missions sometimes dump valuable goods on the StarPort landing field and leave without collecting payment.  These abberations [sic] are thought to be due to malfunctions in the computer and communications equipment of the Cult mass-mind network.
Another Outworld race is referred to by humans as Greenstar Demons (or 'Green Star Demons' as the atlas also calls them).  How the Demons refer to themselves is unknown, as is their homeworld.  This race occasionally...
     ...raids the Outworlds and is believed to be the cause of many ship disappearances.  The Demons get their name from their bodily appearance, and from a mysterious force field they use that seals off systems they are raiding.  This force field has the side effect of causing the primary of the system to glow bright green...
     The Demons are xenophobic and highly intelligent monsters.  They take intelligent beings for use as food animals, slaves and other horrid purposes.  Demon ships shoot on sight, trying to disable and board any ship they come across.
Before leaving the Outworlds, we owe it to ourselves to address the spice mines of Kessex.  (That's Kessex – not Kessel – OK?  Call off the lawyers.)  In “deep underground spice caverns,” slaves gather fungoids.  “Luxury Goods (Spice Products)” are the major exports of Kessel Kessex; however, neither the value of such products nor their use is indicated.  Kessex is in the Rant system (the companion star is is Rave).  The only system within twelve parsecs is Kherm, containing the planet Agar.  The Lazkee Corporation 'owns' Agar, an ocean world where an “algae-like plant...is processed and converted into edible foodstuffs for shipment to other worlds.”  This is an important distinction; the market for inedible foodstuffs is negligible.

Sunday, December 25, 2016

Of Dragons and Dungeons


Art by David C. Sutherland III (from Dragon #12)

In 1976, Gary Gygax exposed noted authoress Andre Norton to D&D when she participated in one of his games.  Inspired by this experience, she wrote Quag Keep.  As an acknowledgement, Norton expressed “appreciation for the invaluable aid of E. Gary Gygax of TSR, expert player and creator of the war game, DUNGEONS AND DRAGONS, on which the background of QUAG KEEP is based.”  Norton therefore had an early insight into role-playing games, a phenomenon that – as an 'Appendix N' writer – she helped inspire.  However, note that the term “role-playing game” was not yet in use and D&D was still considered a “war game.”

Quag Keep was published in 1978 and a preview of chapters 2 and 3 appeared in the February issue of The Dragon.  (The image above represents a portion of that issue's cover.)  Although that issue refers to Quag Keep as a “D&D novel,” there doesn't seem to be any official licensing; at least it isn't suggested in my copy of the book – a 1979 DAW paperback.  The first page – even before the title page – of this paperback displays two paragraphs of 'teaser text' with the heading “Of Dragons and Dungeons.”  This phrase appears nowhere else in the book and is doubtless intended to bring to mind Dungeons & Dragons without impinging upon TSR's intellectual property.  (The only specific reference to Dungeons & Dragons is in Norton's acknowledgement, shown above.)

Even without an official license, Norton's book certainly had Gary's approval.  In fact, most of the story takes place in the World of Greyhawk.  Not surprisingly, several people have analyzed Quag Keep in order to glean information about Gary's campaign.  Then there's this total dork.  (Ha ha!  Just kidding Mr. Mona, sir!)  As interesting as these analyses may be, your humble host would like to look at Quag Keep from a different perspective.  Quag Keep does not always conform to the D&D oeuvre.  Ultimately, Norton's book reflects her impression of Dungeons & Dragons, modified as necessary for purposes of fiction.

Quag Keep represents the completion of a full circle.  It is fantasy literature based on a role-playing game which itself is based on fantasy literature.  What if we go one iteration further and conceive of a role-playing game based on Quag Keep ?  This game would capitalize on the differences between D&D and the novel.  Perhaps the game could be called Keepers of the QUAG (Quest Under A Geas).

In the book, seven “real world” players find themselves in a fantasy setting.  The  consciousness of each player occupies a form based on a miniature that the player had selected.  So, people become part of the game they were playing.  (I suppose this plot was not yet trite in the seventies.)  Actually, the players' personalities are eclipsed by the characters' personalities.  In any event, our hypothetical game would require that each (player) character be represented by a figure.

The Quag Keep protagonists each have...
...a wide bracelet of a metal as richly bright as newly polished copper.  It was made of two bands between which, swung on hardly visible gimbals, were a series of dice – three-sided, four-sided, eight-sided, six-sided.
In the story, sometimes these dice spin of their own accord and produce some sort of effect.  I suppose there could be other dice as part of the bracelet, but the book only identifies these four and does not hint at any others.  Our game would be restricted to these dice.  Rolls in both the Hero System and GURPS commonly employ 3d6, providing a range covering 3 to 18 with an average roll of 10.5.  Now, 1d4+1d6+1d8 provides the same range and average.  However, 3d6 is not the same thing as 1d4+1d6+1d8; 3d6 can generate 216 combinations (6 × 6 × 6) while 1d4+1d6+1d8 can only offer 192 combinations (4 × 6 × 8).  Still, 1d4+1d6+1d8 should suit our purposes.  Incidentally, my copy of Quag Keep has 192 pages.

The protagonists/player characters represent a variety of classes types.  Let's examine each.

Swordsman:  In the illustration, the swordsman character, Milo Jagon, is shown wearing a helmet.  Wouldn't he just be a fighter?  Perhaps not.  Page 11 tells us that, “As a swordsman Milo was vowed to Law.”  It is absurd that “followers of Chaos” and “neutrals” couldn't effectively wield a sword.  Maybe there is a guild or order of swordsmen that take a “vow” and the proper title of a member of such is 'swordsman'.  Page 76 informs us that a swordsman (or perhaps any person pledged to Law) “cannot kill without cause.”  Also, a swordsman cannot “be twisted and bent into the service of evil.”

We also learn that a swordsman can have “perhaps one or two simple spells,” something that cannot be said of D&D fighters.  At one point, the bracelet-dice spin, causing pouches of coins to appear at the feet of the protagonists.  “And how about spells?” Milo then thinks, “Surely they had a right to throw also for those?”

Berserker:  The berserker character, Niale Fangtooth, is depicted on the right of the illustration, accompanied by his pseudo-dragon, Afreeta.  Rather than symbolic adoption of animal traits like real-world berserkers, Niale actually shapeshifts into a boar and is often referred to as a “were.”  It may be that all 'Nortonian' berserkers are weres, but are all were-folk necessarily berserkers?  For berserkers (and perhaps all weres), “the tongues of beasts were as open as the communication of humankind.”  However, animals do not always react well to the presence of a were.

Lizardman:  Gulth, the only lizardman in the illustration, is perhaps the most heroic of the protagonists.  His kind require heat and moisture in order to thrive.  This becomes problematic during the course of the story.

[ Some people (who give a pass to magic spells and berserkers able to change into horse-sized boars) experience major butthurt because Gulth uses a blanket to keep warm.  “He's an ectotherm,” they complain, “a blanket won't allow him to retain heat.”  To these oppressive mammals, I have two things to say:  (1) A pre-warmed blanket would help Gulth's body temperature.  (2) What part of “fantasy” don't you understand? ]

Cleric:  Daev Dyne, the cleric, resembles to some extent a D&D magic-user.  He is adorned with a “robe of gray, faced with white.”  With regard to weapons, he is “permitted no more than the knife of [his] calling.”  Further to the meaning of  'cleric', Norton indicates that Daev Dyne has “training as a clerk.”  With regard to magic, Daev Dyne performs a ritual to ascertain information about two rings worn by Milo.  He can also cast spells for scrying, light, and healing.  Additionally, he employs holy water to protect a camp site.

Bard:  The character Wymarc can play songs on his harp to accomplish various effects. 'The Song of Herckon' can discombobulate shadow creatures.  'The Song of Far Wings' can summon giant eagles.  He can also use music to bring “a release from tension, a gentle dreaminess from which all that might harm or threaten was barred.”

Battlemaid:  The character Yevele wears mail and wields a sword expertly.  She also casts a spell that temporarily paralyzes two riders and their mounts.  However, having cast that spell, she “cannot use that one again.”  With regard to spells, she has “perhaps one or two others [she] can summon.”

Elf:  The character of Ingrge is introduced as “one of the Woods Rangers.”  That he is an elf is not mentioned until the second paragraph of his description.  This may mean that all Woods Rangers are elves.  Yet perhaps not all elves are Woods Rangers.  Elves possess “mastery over communication with animals and birds.”  Actually, elves can use “mind-talk” to communicate “not only among themselves but with all the sons and daughters of nature who wore feathers, scales, or fur – or even leaves – for it is rumored that to the elves trees were also comrades, teachers, and kin-friends.”  Elves also possess a portion of magical “Power Lore” that can be used to “scent” magic.

Among the antagonists, there are other classes types.  Unfortunately, for most of these, Norton supplies little information.

Druid:  Druids are a “close-knit and secret fraternity.”  While some have “the brand of Chaos and the powers of the Outer Dark at their call,” the Druid enemy in Norton's story, Carlvols, is not so powerful and not beholden to Chaos.  Carlvols can “vanish in a puff of smoke” (along with his unnatural steed) as well as summon urghaunts.  On one occasion, he summons a bevy of shadow imps. 

Hitherblood:  When the protagonists encounter Helagret, they notice “an odd cast to his features, something that hinted of mixed blood, perhaps of the elven kind.”  We are later told that Helagret does “not have elf favor” and Ingrge claims that he is a “half-blood from the Hither Hills.”

Illusionist:  The character of Ewire twice lures a protagonist away from camp by assuming the semblance of a person known to the protagonist.  She can also cause her allies to appear in different guises.

Sunday, September 25, 2016

Where Fantasies Are Real & Reality Is FANTASTIC


My first exposure to Message from Space was when it played on a double bill with Superman so many years ago.  To some (many? most?), Message from Space is a gaudy Star Wars rip-off.  It's certainly gaudy and it would not have been made except to capitalize on the Star Wars phenomenon but, as Lex Luthor said that very same day:
Some people can read War and Peace and come away thinking it's a simple
adventure story.  Others can read the ingredients on a chewing gum wrapper
and unlock the secrets of the universe.
While my appreciation of Message from Space falls somewhat short of unlocking secrets of the universe, the film offers more than a simple adventure story.  If we divest ourselves of the 'spaceships = science fiction' fallacy and accept the film as fantasy (as the tagline indicates), the film becomes more palatable.  Message from Space was inspired – in part – by Nansō Satomi Hakkenden, an epic of Japanese literature and one of the longest novels ever.  The influence is especially noticeable with regard to what Joseph Campbell referred to as “the call to adventure.”

Message from Space takes place twenty years after the last Space War, during “the times when earthling adventurers roamed the planets of the galaxy seeking riches in the form of resources and colonies.”  The warlike, steel-skinned Gavanas oppress the enlightened Jillucians nearly to point of extinction.  The Jillucian patriarch dispatches eight holy Liabe seeds to locate the assorted heroes who will save the Jillucians – and the universe – from the tyranny of the Gavanas.

The Liabe seeds, with the appearance of walnuts that sometimes glow, make their way to the film's protagonists who, in another context, might be player characters.  However, the meaning of the Liabe seeds (from the protagonists' viewpoint) must wait for exposition from Princess Esmeralida.

If the Liabe heroes (i.e., player characters) are destined to save the universe, then wouldn't that compromise player agency?  Well, yes it would.  As a matter of fact, in Message from Space, three of the chosen characters toss their walnuts* and a fourth declines the honor of being a hero.  This is representative of what Campbell aptly termed “refusal of the call.”  Of course, a story about characters deciding against doing something interesting isn't a worthwhile story.  Eventually, the characters that initially refused the Liabe seeds change their minds and accept their roles as heroes.  So, player agency is still thwarted.  Is that a bad thing?  Not necessarily.

Absolute agency is untenable in a role-playing game.  A player adopts a “role” for his or her character.  After all, we are talking about role-playing games, not agency-playing games.  Agency is limited in that player character knowledge should be restricted to in-game information available to the “role.”  Also, the player imbues his or her character (or role) with a personality and a psychology.  The way a character responds to stimuli – while not scripted – should be consistent with that personality and psychology.  Gygax addressed this issue by penalizing “aberrant behavior” with additional required training time/cost for level advancement (DMG, p. 86).  Of course, for Gygax, a character's “behavior” should be defined by class and alignment.

The notion of consistency should not preclude the organic development of personality and psychology (or “behavior” to employ a convenient term).  Yet, ultimately, it is a player's responsibility to play the role of his or her character with an established behavior and to interact appropriately within the setting.  Likewise, some of the GM's responsibilities include providing an intuitive (if not immersive) setting and accommodating (rather than curtailing) player agency.

Your character should refuse the Liabe seed if the character's established behavior suggests that course of action.  However, there should be circumstances wherein your character would accept the Liabe seed.  Is it an intolerable suppression of player agency if the GM arranges for those circumstances to occur?  I don't think so; I think there is a difference between 'railroading' and 'advancing the plot'.


* not a euphemism

Sunday, November 15, 2015

An Introduction to the World of Adventure Gaming

Art by Brad “Morno” Schenk

With the exception of 'Inspiration' posts, this blog tends to examine role-playing games that are complete – or at least claim to be complete.  As such, your humble host has elected to focus on Dave Hargrave's The Arduin Adventure rather than his Arduin Trilogy since said trilogy was presented as supplementary material. Having 64 pages, The Arduin Adventure book was sold individually and as part of a boxed set that included character sheets, two sheets of “magikal” item cards, and a die with “a total of twenty (20) sides numbered zero through nine twice each number.”

In the detail of the cover image shown above, we see the subtitle An Introduction to Fantasy Role-Playing/Adventure Gaming and it is in this context that The Arduin Adventure stands out.  The Arduin Adventure (hereinafter ArdAdv) was published in 1980, one year before the release of the Moldvay edition of D&D.  So, the contemporaneous, equivalent product from TSR was the Holmes 'Blue Book'.  According to its preface, the Holmes edition was “aimed solely at introducing the reader to the concepts of fantasy role playing...”  In this regard, ArdAdv compares favorably and could arguably be considered superior.  Essentially, the Holmes edition is a 'starter' set:  “Players who desire to go beyond the basic game are directed to the ADVANCED DUNGEONS & DRAGONS books.”  Hargrave references other Arduin products as options but only as options; he emphasizes that players and Game Masters can rely upon imagination.  While the Holmes edition rules “allow only for the first three levels,” no experience level limits are presented in ArdAdv.

In fact, the experience system in ArdAdv does not involve charts or large numbers.
Each character will gain one experience level (EL) for each five adventures completed (through fourth level). Thereafter it takes 20 adventures to gain each additional EL.
It's certainly not detailed, but it's satisfactory for an introductory system.

For many role-playing games, the rules begin with character generation.  This is not so with The Arduin Adventure ; the first topic after the introduction is an explanation of the Game Master's responsibilities.  Hargrave makes three points:
1.  Know all of the rules you have all agreed upon (and have the rule book(s) handy to settle disputes).
2.  Have not only the desire, but also the time to give the creation of each game’s “script” the attention it needs. It will take a good GM at least one hour to ready a game for play properly (usually the night before).
3.  Have the trust and confidence of all of the players so that they will not argue with his decisions. This confidence can only be earned as the GM demonstrates his integrity and honesty during the games. If the players feel that they are being short-changed by a GM, the play will soon become bogged down in arguments and hurt feelings. So, a GM must always maintain a detached and impartial attitude towards every player and every player’s character no matter what the GM’s personal feelings are. A good GM sees only the game, not those who play within it.
On the following page Hargrave states, “A GM never tries to run the players' game, but only operates as a referee, acting out the parts of the monsters or other things or people the characters meet.”

Later in the rules, Hargrave announces that the Game Master is really “a STORY TELLER!”  Some 'old school' aficionados prefer to distance themselves from the notion of game-as-story.  Here's a quote from Gary Gygax:
The adventure is the thing, not "a story." If you want stories, go read a book, If you want derring-do, play a real RPG and then tell the story of the adventure you barely survived afterwards. The tale is one determined by the players' characters' actions, surely!
Evidently, Mr. Gygax felt that stories are not the focus of “a real RPG.”  My philosophy is that the play of any game is a story – chess, poker, hopscotch – any game.  Gygax uses the terms “the story of the adventure” and “The tale.”  So, obviously, there's a story involved even in “real” role-playing games.  If the adventure is distinct from the story, then the adventure is the medium in which the story forms.  It is probable that Gygax meant two things in his quote:  (1) that the adventure should shape the story and not vice versa and (2) players should not influence the outcome of the adventure except through the actions of their characters.  I am not adverse to either point but, ultimately, a role-playing game generates a story.  How the story manifests is a matter of play style.  In any event, the Game Master is the impetus of the story.  (Hence the Game Master is really “a STORY TELLER!”)  In short, if you're pretending to be an elf in a make-believe world of magic and dragons, you're a participant in a story making process.

Sunday, March 8, 2015

The Adventurer's Handbook

Caucasian characters hover over their Caucasian players.
L to R: Aloysious, Barostan, Bridla, Dernfara, Joleen, Rokana

In 1984, our old friends at Reston Publishing produced The Adventurer's Handbook – a guide to role-playing games, “a book written for people new to the role playing field.”  It was written by Bob Albrecht and Greg Stafford.  An introductory RPG guide co-authored by one of the premiere game designers of the old school era deserves examination.

The book is a 'guide' in two ways.  Part 1 (with 145 pages) discusses how to play RPGs while Part 2 (with 50 pages) is a then-current overview of role-playing games including a chapter that lists companies that publish RPGs and/or RPG accessories.  For example, the entire description for Ral Partha states, “Figures are the mainstay of this company, with many high quality lines of figures.  Small games, using special (simple) rules are also made, including Witch Mountain and others.”  (I think they mean Witch's Caldron.)

Part 1 is presented in an 'educational' format; questions are posed to the reader and the answers are provided at the end of each chapter.  An example question:
You are playing in a game and you need to roll 1D20.  Oh oh!  You can't find your D20, with sides numbered 1 to 20.  However, you do have a 20-sided digit die, with sides numbered 0 to 9, each number appearing twice on the die.  How can you use your 20-sided digit die to roll D20?
Reston seems to have published many 'educational' books, such as Essentials of Soil Mechanics and Foundations and Tailoring: Traditional and Contemporary Techniques.  It also seems that Albrecht's other writing credits are limited to 'educational' books about computer programming.  Part 1 teaches the reader about RPGs and gradually introduces an actual system.  According to Chapter 1, “Our system will prepare you to understand and play Magic World (from Worlds of Wonder) and RuneQuest.”  In fact, Part 1 concludes with an Adventurer's Handbook character sheet printed opposite a Magic World character sheet.  Also, one of the example characters, Rurik, is a RuneQuest character somehow visiting from Glorantha.

Part 2 rates RPGs of the time from one to four stars as an indicator of suitability for beginners.  Of the major games systems (identified as D&D, Tunnels & Trolls, Chivalry & Sorcery, Traveller, RuneQuest, AD&D, The Fantasy Trip, DragonQuest, and Worlds of Wonder), all receive a four-star rating except D&D, AD&D, and C&S.  (The Fantasy Trip receives three stars on page 175 but four stars on page 186.)  The authors specifically recommend T&T and Worlds of Wonder.

In its section on Worlds of Wonder, Chapter 11 mentions Worlds of Wonder #2 as though this product was available.  It is described thus:
This is a set of three additional games that explores the available possibilities.  It includes Mutant World, Robot World, and Dinosaur World.  Future releases will explore historical and traditional themes as well.
Sadly, this product never reached market and Worlds of Wonder fell by the wayside.

The point of an introductory handbook about role-playing games is to educate people about the hobby and potentially bolster the ranks of RPG players.  As such, the tone should be welcoming.  A cover that features half-a-dozen white folk and no concession to other ethnicities sends a message of exclusion.  Of course, half of the players and their respective characters are female.  This is interesting in that, according to the handbook's character generation rules, gender is determined by a die roll.  An even result indicates the character is female.  “(After all, you didn't think two male authors would dare use 'odd' for female, did you?  You did?  Beware!)”  Evidently, misandry is real.

The Adventurer's Handbook does a thorough job of presenting the mechanics of RPGs but it could have provided more information about the nuances of being a player.  There is no advice on being a game master, but the book doesn't claim to be a resource for game masters.

Chapter 2 contains a section about probability called 'You will probably skip this section'.  Although such knowledge might be helpful, it certainly isn't necessary for a beginner.  It would be better suited as an appendix instead of a section early in the book where it might intimidate someone trying to learn about role-playing games.

An introductory guide does not need irrelevant comments inserted by the authors.  Members of the Thieves' Guild in the handbook's setting “may not steal from the poor.”  This is immediately followed by, “In our time, most large corporations and governments could not qualify for this Thieves' Guild – there are other, less honorable guilds for them.”  Elsewhere in the handbook, “Note:  In America, we have kings and generals who love war machines more than they love people.”  Whether you agree with the sentiment or not, these statements have no bearing on the subject matter; they serve only to distract.

As a last observation for this post, the art in The Adventurer's Handbook is simplistic and bland; even a book on soil mechanics deserves better.  I mean books in Braille have better illustrations.

Pulse-pounding RPG action!  Will he leave a tip?!?

Friday, December 5, 2014

Was Empire of the Petal Throne one of the main inspirations for the magic system in Arrows of Indra?

This is a direct, uncomplicated question.  It is possible to answer it with a simple “yes” or “no.”  When the response to such a question includes personal attacks, unsupported allegations, defensive rambling, bizarre premises, and irrelevant arguments, it is only natural to become suspicious of the respondent.

But let's start at the beginning.

Arrows of Indra is a role-playing game authored by a person who chooses to identify himself as RPGPundit – the guy in charge of theRPGsite.  On that site there is a forum thread about “Magic in Arrows of Indra.”  In this thread, a person who chooses to identify himself as Prince of Nothing asks the question which serves as the title of this post.  (Full disclosure:  Prince of Nothing is an habitué of YDIS and is thus 'peripherally affiliated' with your humble host.)  As a reply, RPGPundit says many things, most of which are irrelevant to the simple question put forth to him.  Part of me wants to address all of his asinine remarks – the part that cries out for justice amid an ocean of obfuscation; yet I shall stay true to my course.

The portion of RPGPundit's response that actually relates to the question is:  “There's some similarities in the magic system.”  I'm no linguist, but this might be Uruguayan slang for “well, I changed the names at least.”  The Prince has been banned from RPGPundit's site, so he has taken up his discourse at YDIS.  The Prince shows that, instead of “some similarities,” the likeness is more akin to 'substantially equivalent'.  The two magic systems are not identical, but they are so alike that RPGPundit made a conscious decision to mimic Empire of the Petal Throne.  I don't have a problem with that.  I do have a problem with RPGPundit's steadfast avoidance of admitting the truth.

I would like to use graphics to demonstrate the Prince's points.  Material from Arrows of Indra appears courtesy of the Open Gaming License and is used for purposes of education and critique.  Although I previously discussed the EPT magic system, I will briefly cover some of the same ground here.

In both EPT and AoI, each class has a set of skills.  In EPT, skills later in a list are more 'powerful' than skills earlier in a list and, generally speaking, as a character gains experience levels, he or she acquires new skills in list order.  In AoI, there are basic skills and advanced skills and, generally speaking, as a character gains experience levels, he or she acquires basic skills before advanced skills.  In EPT, many of the 'skills' for priests and magic-users are actually spells.  In AoI, many of the 'skills' for Priests and magic-users Siddhis are actually spells.  Let's take a look; the thick red lines connect an EPT skill (left) to the substantially equivalent AoI skill (right).

First, we have priests/Priests:

And now, magic-users/Siddhis:

In EPT, priests and magic-users have access to a common group of other spells called “bonus spells”.  In AoI, Priests and Siddhis have access to a common group of other spells called “enlightenment powers.”  In EPT, the 'other spells' are divided into three 'groups' according to power level.  In AoI, the 'other spells' are divided into three 'groups' 'ranks' according to power level.  As characters in either game gain experience levels, they have percentile chances of gaining spells/powers from different groups/ranks.  Admittedly, the method RPGPundit 'created' for AoI is more user friendly:


Here are comparisons of “bonus spells/enlightenment powers” for each “group/rank.”  Please note that the order of the EPT spells as presented here is different from the order presented in the book (not that it matters).

 

This post is not a condemnation of the OSR.  It is certainly not a condemnation of Barker's work.  It's not even a condemnation of Arrows of Indra.  (However, I would recommend Against the Dark Yogi rather than Arrows of Indra.)  This post is a condemnation of RPGPundit's misrepresentations.

In replying to the question, RPGPundit ought to have said something like, “I adapted the magic system from Empire of the Petal Throne because Professor Barker handled it very well.”  Evidently, such a statement is too onerous for his tender ego to bear.

RPGPundit stood upon the shoulders of giants; sadly, he chose to wipe his feet on them.

Sunday, March 16, 2014

Some Notes on Experience


A Priest of Karakán and a Pé Chói speaking with officers of the Palace Guard
in the great outer hall of the Court of Emperors at Avanthár

Similar to the rules stated in Men & Magic, characters in Empire of the Petal Throne gain experience points by “acquiring treasure” or “slaying hostile beings.”  The rules go on to specify, “No points are gained for casting spells or other types of activity.”  I find it interesting that Barker found it necessary to include such an admonition.  The notion of getting experience points for anything other than killing and looting must have existed even in those early days of the hobby.

'Normal' games, of course, have winners and losers, but normal games have a definite endpoint.  Role-playing games lack such an endpoint.  Have you cleared out the dungeon?  There's always another dungeon.  Did your character die?  Roll up a new character.  Victory and loss are subjective because the game can continue indefinitely.  Also, the concepts of 'winning' and 'losing' imply competition; role-playing games are co-operative.  A Game Master challenges players but does not oppose them.  The goal is enjoyment, not the determination of a win/lose binary condition.

Part of a player's enjoyment of a role-playing game lies with the continuation of his or her character.  If the character accomplishes something, so does the player – albeit vicariously.  Accomplishment (even when vicarious) is a satisfying sensation.  Experience points offer a record of accomplishment and when accumulated sufficiently, they lead to the in-game benefit of character improvement.  To borrow a marketing term, experience points are, in essence, a continuity program.  By continually investing in the product (i.e., playing the game), the player reaps a reward in the form of an improved character.

Given its wargame origins, it's hardly surprising that 'accomplishment' in Dungeons & Dragons equates to killing things and taking their stuff.  This works out well for murderhoboes and Visigoths, but role-playing is not limited to such characters.  Much of the attraction of role-playing games is due to the freedom of action that characters have.  This very freedom complicates the establishment of a standardized system for measuring 'accomplishment' among player characters.  This is the difficulty that Dave Wesely encountered when he tried to determine 'victory point' awards in the first Braunstein game; different roles had different objectives, so quantifying 'accomplishment' was a difficult task.

In the real world, people improve themselves through training.  Gygax acknowledges this in the Dungeon Masters Guide but rightly states that role-playing a character's training would not be entertaining.  Nonetheless, Gygax established that characters must undergo training before gaining the benefits offered by a given level.  Prior to reaching 'name level', a character must train for one to four weeks at a certain monetary cost per week.  The exact length of time – and hence the exact cost – is based on the Dungeon Master's subjective interpretation of how well the character adhered to the precepts of his or her class and alignment.

Character progression is desirable, especially if the progression is based upon the participation of the player.  Admittedly, quantification of such participation is problematic.

Although not a role-playing game, James Ernest's Escape from Elba has a system where characters gain fighting ability by losing fights.  The logic is that people learn from their mistakes; if a person performs a task successfully, he or she hasn't really 'learned' anything.  Along this line of thinking, if a character quickly dispatches a powerful monster by virtue of a few lucky rolls, does he or she deserve the same amount of experience as an equivalent character who struggled to overcome an equivalent threat?  What about a character that suffers several critical hits from a kobold?  If the character manages to defeat the kobold, should it be worth the same amount of experience points as a kobold that was killed before it had a chance to attack?

Although Encounter Critical has 'traditional' experience points, a character cannot “go up a level” unless and until the character performs a task appropriate to his or her class.  For instance, “A warlock cannot go up a level until he writes a new spell for himself and expands his grimoire.”  Also, “A warrior cannot go up a level until he defeats an equal or more powerful foe using a new kind of weapon.”  There is a 'pioneer' class:
A pioneer cannot go up a level until he discovers a new locale or secret of the wild.  The player should provide a description of any such discoveries, to enrich the scope of the scenario world.  Selling a new travel route may qualify if it can be described with interest.
In D&D, characters earn fewer experience points based upon the challenge they face.  As described, “an 8th level Magic-User operating on the 5th dungeon level would be awarded 5/8 experience.”  'Overqualified' experience is handled differently in Empire of the Petal Throne.  Each of the three professions has the same experience requirements up to level VII; thereafter, the experience point requirements for Magic-Users is somewhat less than for the other professions.  For all professions beyond level VIII, a flat 10,000 experience points are required to advance in level.  However, as characters rise in level, they earn less experience, “since it is proportionately more difficult for powerful characters to deserve experience points than for more vulnerable lower level characters.”  Characters earn only 50% experience at levels IV and V; 25% experience at levels VI and VII; 10% experience at levels VIII and IX; and only 5% experience thereafter.  Oddly, even though “it is proportionately more difficult for powerful characters to deserve experience points...,” characters with high prime requisite scores earn 5% or 10% more experience (just like D&D).  Also, “Any character with a constitution of 96-100 adds 5 percent to acquired experience points.”  The rich get richer and the poor struggle along.

Wednesday, June 12, 2013

The Sorry State of Civilization

Like many bloggers, I offer a variety of links that may be of interest to my readers.  I hate encountering dead links on other sites, and I don't want them on this site.  Occasionally, I check the links that I provide to make certain they're still active.  When I find a link that is no longer good, I get rid of it to save my readers from disappointment.

Anyway, in my latest sweep, I discovered that two links are no longer valid.  First, the Judges Guild site (JudgesGuild.org) is now offline; this is unfortunate, but understandable.  The second invalid link is nothing short of unconscionable.  The target of my “What is a thoul?” link was Wikipedia's “Thoul” article.  Notice my use of the past tense – the information elitists at Wikipedia have decided that “Thoul” no longer deserves an article; searches for thoul are redirected to a page called “List of Dungeons & Dragons monsters (1977–1999).”  What is wrong with these people?  Seriously, “Eggomania ” and lipstick on a pig” get articles, but “Thoul” gets nixed?

When our civilization eventually falls, it won't be due to WMDs or economic collapse or some similar catastrophe.  No, the end of civilization will occur because self-appointed 'administrators' will have dismissed critical information in favor of Punky Brewster episode synopses.  Remember this the next time Jimmy Wales starts asking for handouts.

Given these execrable circumstances, I am compelled to create a 'What Is A Thoul?' page.  After all, if you want something done right, then do it yourself.

Wednesday, April 10, 2013

Suspended Animation


Blue Ribbon Comics, Vol. 2, No. 9, June 1984
(Pencils -- Malcolm Davis; Inks -- Ricardo Villagran; Colors -- Barry Grossman)


Here is some artwork that I find interesting.  The scan doesn't do justice to the two-page spread, but I thought I would share it anyway.  I have transcribed the text...
AGENTS of ATLANTIS

Featuring:  Neptune – Vortex – Hurricane – Nebula and Dolphin

LocationEtherion, on the outer rim of Magna Graecia. Violet light from two moons illuminates a barren landscape…barren but for the remains of a temple amidst crumbled monuments of an ancient alien city.

The etchings on the temple are not prayers…but warnings!

This is a prison, housing a criminal of an advanced race which used suspended animation to keep criminals out of society.

The prisoner is about to escape!

Destination:  EARTH!
This is too sparse for a full-fledged 'Inspiration' post, so I will just indulge in a mid-week rant.  So, without further ado...

Why would anyone think that putting criminals in suspended animation is a good idea?  The deterrent effect would be minimal.  “OK, you're going to sleep for a while.  When you wake up, your finances will have generated interest and your DVR will be chock full.”  No chain gangs, no dropping soap in the shower, just sleep.

Sure, it keeps the criminals out of society; however, since they're not dead, the assumption is that they will eventually re-enter society.  That means people with criminal tendencies will be on the street and they will feel more alienated than they felt prior to their incarceration.  Among other objectives, the intent of imprisionment is to have the prisoner reflect upon his or her misdeeds, then repent and ultimately reform.  The degree to which this intent is realized is dubious, but it does occur for some prisoners.  Suspended animation deprives the prisoner of this opportunity (as well as the opportunity to participate in an appeal).

Wednesday, June 6, 2012

Heroes 1.2


All of the cool kids already know this, but your humble host thinks it's time to spread the word.  David Millward, author of Heroes, is republishing his "role playing game set in the dark ages."  Although he might make available the original version, it is a 1.2 version he definitely intends on releasing.  You can read about it at the official website.

Although the game provides a fictional setting, Heroes is firmly based upon tenth century Europe.  You want historical accuracy?  Heroes has it.  Your humble host is given to understand that Millward has been a teacher – he isn’t some punk who read a couple of Time-Life books and decided to write a role-playing game.  Historically accurate and it's old school; Millward supplies details that modern RPGs might gloss over or intentionally exclude.  Evidently, you can lose experience points by not carousing!

Alas, I must release my inner pedant.  The game is meant to take place (or at least begin) in the year 950 AD [sic].  "AD" means, of course, anno Domini – indicative of the Christian era.  Properly, AD should precede the year, not follow it; thus, the year AD 950.  Yes, I know that some "authorities" say that AD following the year is acceptable.  However, unless and until Fowler’s approves of this deviant practice, I will stand firm in my righteous pedantry.  Thank you for your indulgence in this matter.

Anyway, if you have any interest, please visit the site and contact Millward.

Saturday, April 14, 2012

Role Playing Game of Psionic Powers


A multi-sided game system in which the players may choose to belong
to either side in a sociological and genetic clash of power.
                                                        -- From the Introduction


Science fiction fans and RPG enthusiasts are doubtless familiar with the word psionic.  The word ultimately derives from psi (ψ), a term for 'psychic phenomena' which apparently was first used by Robert Thouless (What? No thoul?) in a paper published in 1942.  The -onics (as in 'electronics') came from science fiction writer/editor John W. Campbell, Jr. in the early 50's.  Campbell applied the term "psionic" to a 'Hieronymus machine,' a pseudoscientific gadget.  Unlike Hieronymus, Campbell believed that in order to generate the effects of the machine, a person didn't need the actual machine, just a symbolic representation of it.  Powers of the mind would do the actual work.  Personally, I think a better word would have been 'psitropic,' but there's nothing I can do about it.

Psi World was published as a boxed set in 1984 by Fantasy Games Unlimited. (This was back in the day when publishing a role-playing game as a boxed set was standard practice, not a 'retro-novelty.') Included in the box were: a 32-page rulebook, a 20-page adventure book, a Game Master's screen, a master character sheet, and dice (2d10 and 2d6). Evidently, box sets are still available from the publisher, as are two of the three supplements. Otherwise, PDF scans are available from RPGNow.

The game was designed by Delbert and Cheron Carr (or, as they are credited, Del Carr & Cheron). Prior to Psi World, they both worked on some of the early Role Aids books from Mayfair; after Psi World, they lack any RPG credits.

Art was provided by 'Bain Sidhe Studio.' Among the studio's members were Bill Willingham and Matt Wagner. Willingham's art is, of course, familiar to aficionados of 'old school' role-playing games. Both Willingham and Wagner would go on to achieve remarkable success in the comics industry. (By the time of the publication of Psi World, Wagner's signature characters, Grendel and Mage, had both seen print, but his fame was still accruing.) Other listed members of the studio were Bill Cucinotta and Rich Rankin, whose accomplishments in the comics industry have not managed to rival that of their onetime colleagues.

Psi World may not have been the original name chosen for the game.  In Section 1A (Scenarios and Design Ideas) of the adventure book, we find the following sentence:

It is the wish of the Authors that players and referees should have FUN in their quest to fulfill fantasies and live out dreams in all potential worlds of Psi Wars.

So, the working title for the game may have been Psi WarsPsi World is certainly more appropriate; Psi Wars sounds like...well, a war game.

I find the above quote interesting for a couple of reasons.  First, the word 'authors' is capitalized while the words 'players' and 'referees' are not.  In the dedication, the Carrs seem to be more humble; 'authors' is not capitalized.  Also,  the term Gamemaster (thus capitalized) is more often used in the rules as opposed to 'referee.'  'Game Master' (as two words) seems to appear only on the back of the box. The other reason I find the sentence interesting is that it emphasizes the concept that games should be fun.  Nearly every game contains this exhortation in some form or other and, sadly, it is often overlooked or misconstrued.  Enjoyment is the entire purpose, not some ancillary effect.  Sometimes, it seems to your humble host that certain prominent entities within the OSR do not truly appreciate this or, perhaps, they have forgotten it.  I'm sorry...was I ranting again?  Let us move on.

Psi World is described thusly on RPGGeek:

Heavily influenced by such classic science fiction as Van Vogt's Slan and Philip K. Dick's Do Androids Dream of Electric Sheep [sic], the PCs are Psis in a world where they are hunted by an oppressive government. Alternatively, the game allows the players to take on the rolls of the hunters, as well.
Upon reading this description, your humble host thought that it must apply to an edition of Psi World with which he was not familiar.  Alas, there is only one edition of Psi World; the breadth of knowledge of the person writing the description seems to have been inadequate to do justice to the game.  I cannot discount A. E. van Vogt’s Slan as an influence – it is a science fiction classic – but I would hesitate to say that Psi World was heavily influenced by it.  More direct influences certainly include motion pictures such as Scanners and The Fury as well as various works by Stephen King.  Otherwise, there is definitely a PKD vibe at work in Psi World, but it emanates from works other than 'Androids.'
Additionally, the RPGGeek description states that player characters are Psis "hunted by an oppressive government" or they "take on the rolls of the hunters."  This is the 'multi-sided' aspect referenced in the introductory quote; however, the implication in the RPGGeek description is that the government is oppressive regardless.  This is simply not the case and I hope to show this as I continue my analysis of the game.


Thursday, March 29, 2012

Alignment Languages



Н.К.Рерих "Победа (Змей Горыныч)".

There is so much to dislike about alignment in AD&D, your humble host cannot contain it all within a single post.  Here then is the first in a projected, irregular series about how bogus alignment really is.  Today's topic is the bizzare concept of 'alignment languages.'  Unless otherwise noted, all quotes are from page 24 of the 1E Dungeon Masters Guide.

Gygax claims that alignment languages are “not unjustifiable” by making reference to thieves' cant, coded communications by secret societies, and the use of Latin by the Catholic Church. That's all fine and dandy, but these are examples of organizations. The suggestion that all intelligent beings of sympathetic moral outlook can communicate with one another via a special language is simply bizarre. Oh wait, not all intelligent beings...Although Blink Dogs are intelligent and lawful good (and have their own language), they do not understand “lawful good” language because they are instinctively lawful good – they “do not intellectually embrace the ethos of lawful good.” Huh? On the other hand, an intelligent dragon does understand the tongue of his or her alignment. Why the difference? Are mythological reptiles more linguistically inclined than magic canines? Do they have a better grasp of philosophical nuances?

Alignment languages are not spoken openly. “Any character foolish enough to announce his or her alignment by publicly crying out in that alignment tongue will incur considerable social sanctions” from persons of that same alignment as well as persons of other alignments. This leads to some interesting questions. If alignment languages are kept so secret, how would anyone recognize an alignment tongue not their own? I mean, I don't understand Russian, but I can recognize spoken Russian as Russian. If Russian was an alignment language and therefore kept confidential, I wouldn't be able to recognize it as a language and I certainly wouldn't associate it with 'Slavic Neutral' or whatever ethical paradigm it represented. Also, how are alignment languages taught? Are children assigned an alignment based on the results of a moral aptitude test? Do they go to alignment language summer camp? (“Chaotic good camp is way better than neutral good camp...They don't supervise you at all.” “My parents threatened to send me to lawful evil camp if my grades don't improve...I hear the counselors are real hobgoblins.”) Don't tell me that everyone in a family is the same alignment and that alignment tongues are propagated that way.

According to page 34 of the 1E Players Handbook, “If a character changes alignment, the previously known language is no longer able to be spoken by him or her” and, one supposes, no longer understood. Also, from the same page, “only one alignment dialect can be used by a character.” Are the neural mechanisms for comprehending an alignment language disrupted by an alteration of ethical motive? I could almost buy that but for the alignment language abilities of intelligent, high level assassins. Realistically, how do they learn additional alignment languages?

Alignment languages “are not used as salutations or interrogatives if the speaker is uncertain of the alignment of those addressed”(emphasis in original) and they are “used to establish credentials only after initial communications have been established by other means.” However, “Each alignment language is constructed to allow recognition of like-aligned creatures...” If you have to be certain of someone's alignment before conversing with them in an alignment language, how can you use alignment languages for purposes of recognition?

Lastly, alignment languages consist of a “special set of signs, signals, gestures, and words.” Regardless, certain magic swords can somehow communicate via alignment language. How does that work?