Showing posts with label bandwagon. Show all posts
Showing posts with label bandwagon. Show all posts

Thursday, 31 March 2011

A to Z April - Introduction and Explanation



Explanation For New Readers Who've Wandered in by Accident

Hi, and welcome to the Vaults of Nagoh. This is where I irregularly post about a game I run using old DnD. You remember the red box with the big dragon on it from back in the 80s? That kind of DnD; not the shiny new stuff Hasbro make.

Yes, people still play old DnD in the second decade of the 21st century. They get paper, pencils and dice, sit down together and talk about the made-up adventures of their pretend elf for hours and hours.

Why do they do it? Some do it because they're mad-eyed hermits who consider any game made after 1990 or so to be decadent lunacy. Others play it because they think old DnD is funk as puck (and a nice break from the porn-starring and high art); or because it allows them to use words like exegesis in polite conversation; or because they are inscrutable alien hiveminds from the future; or for any one of a hundred other reasons. Some few (like yours truly) play old DnD because we're too damn busy (or lazy) to keep up with the hundreds of pages of wordswordswords in the latest shiny newness. We're a broad church like that.

The people who play old DnD have so much fun doing it that some feel the need to write all about it on the electrowubz. In fact there's a whole cottage industry of people who legally make new versions of old DnD so new people can play the game. Some of them charge for books and pdfs. Others give their rules away free (yes, "free" as in "beer"). Why do they do it? Because they love the game so much they want a whole new bunch of people - even ones who weren't born first time around! - to have a chance to play it.

Just Google D&D retro-clone; it'll give you dozens of leads.


A to Z April at the Vaults of Nagoh


The white hair. The madness. The endless screaming. It's all their fault!

This whole thing is entirely the fault of Arlee Bird at Tossing It Out.

Over the next month I (and a bunch of other game bloggers) will be producing A to Z series of posts at a rate of 1/day. Other people have other methods for deciding what their topics are, but the subjects of my precious snowflake opinion-pieces were picked for me by (sexy, stylish) readers of this blog.

A is for "atrophy"
B is for "broth" (dodged a bullet there methinks...)
C is for "curtsey"
D is for "destiny" (Geordie Racer)
E is for "equinox" (Geordie Racer)
F is for "fisticuffs" (Geordie Racer)
G is for "geometry" (Ragnorakk)
H is for "haze" (Ragnorakk)
I is for "immortality" (Ragnorakk)
J is for "Jungian" (Sham, aka Dave)
K is for "kibble" (Sham, aka Dave)
L is for "lopsided" (Sham, aka Dave)
M is for "Maenad" (ckutalik)
N is for "nostalgia" (ckutalik)
O is for "orgasmatron" (ckutalik)
P is for "putrescence" or "pandemonium" (Flynn) or "parallax" (Carter Soles)
Q is for "quarrel" (Stuart)
R is for "ransack" (Stuart)
S is for "silver" (David) or "syzygy" (Erin Palette)
T is for "Thulsa Doom" (David)
U is for "unsettling" (Stuart)
V is for "vermin" (Byron) or "vagabond" (Trey)
W is for "wafting" (Byron) or "were-folk" (Trey)
X is for "xenium" (Byron)
Y is for "yew" (migellito)
Z is for "Zarathustra" (migellito)

Saturday, 26 March 2011

Roll a d10 and Blog Puny Human!

Random table of bloggydoitnowness? Sounds like the rumble of a bandwagon to me.

Random.org tells me to do number 2. (dammit! I was hoping for 10)
"Add something to the wiki, then explain why it was influential enough to you that you added it."
I took the liberty of adding a link to Dave "Sham" Bowman's OD&D Cover-to-Cover posts.

It might not seem directly applicable to a lot of people's games, but I found it a useful exploration of why (often otherwise unexplained) different game mechanics work the way they do in later editions of Classic D&D.

Dave's extended close examination of the original texts is classic Renaissance behaviour in the best sense. Go back to the original sources and re-examine what they actually say (not what received wisdom says they do), then decide if you should do things differently based on your new insights.

I commend this series to the House.

Thursday, 29 April 2010

Arthurian Cinematic Orthodoxy, a Dissenting View

(hat-tip to Brian, landlord of The Frothy Friar)

A certain section of the blogoweb consider John Boorman's 1981 film Excalibur to be the quintessence of Arthurian cinema. People who misguidedly subscribe to this school of thought have obviously never seen the Richard Thorpe's 1953 epic Knights of the Round Table (starring Robert Taylor, Ava Gardner, Mel Ferrer, and Stanley Baker (Lt. Chard from "Zulu") as Mordred).



Richard Thorpe's showcasing of Technicolour tabbards and classically trained actors > Boorman's love letter to chrome and Vaselined lenses.

And that's all I have to say on the matter... other than:



(second-best Arthur film ever)

Tuesday, 20 April 2010

Link Dump, My Polyhedral Spirit Guide and Exquisite Corpses

  • Jack Kirby Unpublished Archive ( @ Comics Alliance) - quite deranged, quite brilliant.
  • Lone Wolf Gamebooks (@ Project Aon) - Various pdfs and html collections. Apparently legal, so fill yer boots!
  • Behold! the Alot (@ Hyperbole and a Half) - a mysterious creature native to the intarwubz. I should stat it and use it to kill PCs. Mmmmm, yes....
  • Odd Victorian taxidermy (@ Morbid Anatomy) - Victorians (and their vast amounts of drugs) beat Photoshoppers to it by decades.
  • Modern Russia, a phototour (@ "sit down man, you're a bloody tragedy") - You had me at "...a demented power to its kitsch, the ornamentation is frequently weird and original, the mish-mash has a delirium and terrible ambition to it." I sometimes wonder if totalitarian regimes consciously build for ruin value, or if that's just a byproduct of architectural egotism. See also: Jonathon Meades' Joe Building.
  • Chimaera contest 7 (@ Worth1000) - photoshooped counterparts to Exquisite Corpses
  • Lessons of the Dead (@ The Lefsetz Letter) - the parallels between the ethos of hippy band Grateful Dead and that of hobbyist gaming confuse and enrage my tiny mind. "Punkk not hippy!"

Also, a bandwagon:

I am a d10

You are a d10
You are analytical, rational, and logical. You see the world around you as a succession of problems that can only be navigated via insightful and elegant solutions. You insist on precision are often forced to waste valuable time correcting others. Your attention to detail is extraordinary, and will sometimes focus all your attention on details that others consider unimportant. You are not so interested in doing the right thing, as you are in finding the best way to do it. In other words, you're a complete nerd.

Analytical?
Rational?
Logical?!

"Dear dicepool.com,

I have reason to believe your test may be horribly b0rked..."

edit: In other news I arrived home yesterday evening to find a shiny new copy of Exquisite Corpses lurking on my doormat and pleasuring itself with my junk mail. Quick insta-review follows:

"Whee! This is fun. I didn't realise until now how lacking my game was in Robo-Fungoid Skiapod races. I gotta have one of those, (*flip*) and a gang of Icthyoid Yithian Man-Bats, (*flip*) and a cabal of Fire-Breathing Leech Pigs. Ooh, random tables ... and some psionics rules ... Where's my notebook...?"

So, yeah. Money well spent. I would recommend this book to anyone who likes old games and random stuff.

My one minor niggle: the disparate size of the sections into which you cut the book. This is probably an artefact of the layout and printing process, but it would be nice if the torso section of the book was a little wider, and the legs/page no. section a little narrower. This is just so that the pages divided into thirds rather than the current quarter-quarter-half format.

Sunday, 18 April 2010

Gygaxian Damage Reduction

One of Gary Gygax' OD&D house rules (spotted at Cyclopaetron):
When taking damage allow -1 HP per character level
There's a case to be made that this is just Gary's "Characters are only unconscious at 0 HPs. For each level a character may have a minus HP total equal to the level, so a 1st level PC is dead at -2, a 2nd level at -3, etc." house rule restated in another form.

But how about taking it as read?

Characters deduct 1hp/level from all damage sustained. This rule would effectively give all characters 3E-style damage reduction, allowing them to laugh off nicks and scratches as they grow in level.

OK, it might harm verisimilitude that the Orcs of the Lowly Beatstick tribe can no longer mob and gang pound Lord Slashstab when he reaches a certain level, but it appears to be in keeping with the source material for D&D. Fafhrd and the Grey Mouser, Elric, Kane, [your preferred S&S hero here] are hardly ever in any real danger from single unnamed lowbies getting in a lucky blow; it takes memorable and major threats to concentrate the minds of such bad-asses.

I might have to give this a try IMG...

Tuesday, 26 January 2010

Tabernacle Worlds and Schrodinger's Catverse

Further to Mullah Jim's (*kow-tows*) recent ukase on Planes as Planets, and in response to a posted query about atypical game world cosmologies on Rich Burlew's message board, I've been thinking a little about those odd but useful alternate realities. Our hobby, and its parent literature, are richly endowed with veins of lunacy that might be usefully plundered for my own humble, yet nefarious, gaming purposes.

Put another way: I want sci-fi in my grungy tomb robber pulp fantasy ...and cowboys, and tommy guns, and Moorcockian world-hopping and elemental lords, and knights lancing steam trains, and rifts to other worlds, and all the cool stuff from Time Bandits!

Yeah, I'm magpie-ish and greedy like that.

Now, once upon a time - back when I was a little geek with spare time to worldbuild - I'd have demanded of myself a completely internally consistent world. We're talking the sort of game setting that started from dim and distant first causes and somehow managed to hang together in a logical way (logic? In D&D. Hey, I was that young and that dumb). My deep time timelines nested inside each other three or four deep and stretched over several billion years, and my evolutionary trees of the sentient and monstrous races are (shamefully obsessive and excessive) cases in point. Rational dungeon ecologies, carefully filled in and scaled monochrome maps of pseudo-realistic landforms (no "Here be dragons!" warnings welcome, thank you), and finely planned aerial views of fantasy cities were totemic objects for proto-gamer me.

All the above were little, if any, real use for game purposes, but they were part of what I felt was necessary(!) background to a 'proper' gameworld. I was so hopelessly enamoured with obsessive backgrounding that I thought ICE's Middle Earth Role Playing sourcebooks, and the Blessed St Gary's own Epic of Aerth (the crushingly dry, encyclopaedic world book for his "Lejendary Journeys" game) were how-to models, rather than cautionary examples of excess. I'd have probably taken to Hârn like a duck to crack cocaine. Everything had to be cut and dried. The fantastic had to be quantified. Gawd, was I ever a twerp.

As I've grown older this downright anal need to systematise ~everything~ has diminished and I've been happy to take a more relaxed attitude to how it all fits together. Surprisingly it wasn't really the 'rules lite', 'player-led', 'storyteller-ey' games of the 90s that changed my attitude. What helped my shuck the mental straitjacket were the chaotic "all-myths-are-true" world of Neil Gaiman's Sandman comic series, the novels and short stories of Clive Barker (that man loved him some transformative body horror), and especially TSR's fêted and much-loved Planescape setting.

The late-period D&D multiverse presented in Planescape was a real eye-opener for me. Sure, everything fitted together, but it did so in the manner of something repeatedly re-purposed and modified, rather than as a smooth, elegant creation oblivious to pre-existing context. Richness flowered in the unregarded byways and micro-climates of the Planescape universe like they do in the best kind of garden. Wherever you looked there were hints and inferences that there was more to be seen and known. Tiny areas of single layers of single planes in the massive, interlinked cosmology were fertile enough to be expanded into settings for entire campaigns, if that was what the players wanted.

If you wanted to travel though, Planescape didn't offer one or two ways of journeying across the multiverse. Instead there were n+1 ways to get around, where n was "however many you've already though of". The overland travel time between two points of interest: 3d6 days, no exceptions. Power blocs overlapped and fought for dominance in every niche, large or small. Interstices, back doors, exceptions to the rule, odd holdovers and survivals from older regimes abounded in a cosmology that was inconsistent, incomplete-by-design, full of stacked infinities, and all the richer for it.

(parallels with good practise in dungeon building are obvious enough to pass without expansion here)

Planescape's sedimentary, partly-inherited setting came to seem somehow more authentic to me than a perfectly rationalised, 'no element wasted', ex nihilo world. Sure, it was a product of the late-period TSR release machine, but unlike some of the output of that particular content sweatshop, Planescape hadn't had all the strange, extraneous and contradictory bits focus grouped out of it. There was an almost punkish sense that nothing had been circumscribed or lopped off by the editorial equivalent of an officious and philistine town council planning department. The setting had real character.

I like Planescape; it's not strictly old school, but it does speak our lingo. ;)

For the Vaults game I've followed the Gaiman/Planescape/China Mieville (yeah, he's got a bad case of Marxist tubthumpery, but the man can imagine!) lead and ventured out further than usual into the surging seas of ambiguity and oddness. Were someone to ask me whether there's a standard, an odd, or a mythic cosmology to the Vaults world I'd currently have to answer: Yes. Well, no. Kind of. All of the above.

Yep. Something of a non-answer. But right now the world of the Vaults and Wilds of Nagoh is still in a delightfully indeterminate state. I'm only filling in as I go, and enjoying the freedom of being able to throw 'this' idea out in favour of 'that' one so much that I'm thinking of making indeterminacy a fixed, defining feature of the setting (erm, oxymoron much?).

So, to answer the question, the world of Nagoh is a wave and a particle ...and phlogiston, the luminiferous ether and astral space too. The cosmology constantly wobbles between states of being in a phantasmagoric mix of Spelljammer and Ulysses 31, Planescape, Terry Gilliam's Baron Munchausen, Dunsany's Gods of Pegana, Hodgson's Carnacki stories, and maybe a lil bit of Runequest. Heck, the Discworld is hidebound, cut and dried by comparison!

Just a couple of examples (note: no information presented here can be relied upon to stay the same from one day to the next, the world is just like that):

  • The known world is built inside a giant tabernacle and is flat enough that you can sail right off the edge, or pass beyond the misty boundaries of the world and meet the straining giants who hold up the sky. It also has curved horizons, Gygaxian 'slides to China', and a Hollow World (or two) deep within. Oh, and it's also the gathered cloak of a sleeping earth deity who will one day awaken and cast it away.

  • You can travel to the lands behind the winds, except for those times you can't because that would just be silly.

  • The moon is a bizarre desolation where the ground glows with sickly corpselight. What civilisation there is resides deep underground, leaving the surface to uncanny moonbeasts and marauding warbands of Whistling Selenites hungry for the fabled plunder of the mythic overworld. At the same time the moon is also the barque and the iconic weapon of a scholar godling who wards the world against raging star dragons (comets, at least in a certain light) and keeps the hungry, destructive sea goddess in her appointed place. Sometimes the moon's a grey desert sphere, sometimes it's a flat silver disc, other times it's a rocky crescent you can climb atop, and still others it's a twisted moon-faced thing leering and whispering baleful secrets from the night sky.

  • The sun is a giant ball of flaming gas, but it's also the golden palace of the solar divinity, as well as being some blonde dude in a chariot eternally chased by ravening wolves. You can sail the glowing curls of solar flares down to where spectral presences leap and cavort across the ever-burning plains, except when you can't.

  • The Void beyond, wherein lurk the alien intelligences that long to wipe away the fleshy infection of humanity, is Grubbian Wildspace, and a freezing gasping radiation-blasted vacuum, and a collection of isolated prison dimensions, and a colossal air-filled, hole-riddled dome through which starlight, rain and the occasional alchemist leak. Yog-Sothoth could explain, but he doesn't want to. :p

  • The realm of the gods? Over there, at the top of that mountain, or in that desert mirage. But also enthroned in their shining stellar palaces in the heavens (said stars also being distant suns, and leaky holes in the sky, and transfigured culture heroes), and in a subtle spiritual realm beyond the world we know, which happens to look a lot like fluffy cloudscapes. Oh, and the Powers that Be also have a tendency to hang out on distant planets and form looming doom-saying faces in nebulae. Gods are funny like that...
How and when does all this stuff change states? Mu. It doesn't. It's both/all at once/none of the above, as the game requires.

Object lessons I've taken from this:
  1. Whatever is more interesting to play is the right answer.
  2. It all works out so long as you throw a sack over logic's head and leave it tied up in a closet somewhere.
  3. Most players really don't care about internal consistency if inconsistency is more fun.

Pretty big talk for an game setting that's little more than a 25x15 hex map (and those numbers are hexes, not inches), a bunch of funhousey and thematically discordant dungeon levels, a sheaf of random tables, and some half-assed rules for what goes on in town between the looting sprees.

What can I say? Brass necks are really over-engineered 'round our way. ;)

Tuesday, 21 July 2009

Desert Island RPGs

Bryant started this meme, and I am pathologically incapable of resisting a bandwagon. He originally specified you could take any ten RPGS (and all the supplements) to the proverbial desert island. I laugh at his puny, weaky ten game decimal fetishism, and instead elect to play under the true scientific realism of the Plomley Memorial Hard Mode rules (8 games. Core book only):

- Moldvay Basic D&D/Labyrinth Lord
- TNMT & Other Strangeness
- WFRP (either edition)
- LUGDune
- Pendragon
- Fading Suns
- Savage Worlds
- One BRP system (I'm torn between Runequest, CoC and Elric/Stormbringer. Don't make me choose!)

Honourable mentions: Ars Magica, Feng Shui, Mutants and Masterminds, Risus

Let's have a look then. No indie cred at all. A good few retro-stupid games. Also a surprising(?) amount of pretentious...

Nightmare mode (only one system): That's a toughie... WFRP for hilarity; LL for ease of use; Pendragon for theme and tone; Fading Suns for gonzo kitchen sinkery.

Tune in next week for Mornington Crescent: the Great Wheel Cosmology edition.
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