Showing posts with label cleric. Show all posts
Showing posts with label cleric. Show all posts

Sunday, June 1, 2025

A is for Alignment

I missed the April A-Z Blog Challenge this year, so I'm doing my own...in June. This year, I will be posting one post per day discussing my AD&D campaign, for the curious. Since 2020, this is the ONLY campaign I run. Enjoy!

A is for Alignment. A funny place to start when it comes to talking about one's campaign but, I think, a necessary precursor to understanding how my world runs.

As with most DMs, I have "modified" the AD&D game rules in a number of ways. Unlike most DMs, these modifications are few in number and generally quite small in the grand scheme of the game; most are designed (in part) to ease speed of play. 

Removing alignment, however, is no small thing.

Still, I've done it, and am quite satisfied with the result. Humans (and human-like elves, dwarves, halflings, etc.) are capable of doing good and evil, acting lawfully and chaotically and are not so simplistic to model as stock characters from a morality play. Actions have consequences; it is important for the Dungeon Master to keep this in mind because (when he/she does so) issues related to "bad behavior" tend to take care of themselves.

But the game...

Well, the D&D game created alignment originally to distinguish the two sides of the (war gaming) table. There were the forces of LAW (i.e. "good") and the forces of CHAOS (i.e. "evil") and then there were "neutrals" who might fight for either side, depending on their whim (this was long before the advent of "True Neutrals" who refused to fight for any side...). 

Over time, these assignations grew muddled in complexity, as LAW ceased to mean "good" but rather "order and organization" while CHAOS ceased to mean "evil" but rather "freedom and wildness." Having multiple factions certainly makes for more interesting gaming (and more asymmetrical war gaming) than just "Side A" versus "Side B," but it hardly models the complexity of life, where actions are determined by degrees of ambition and pride and fear and self-interest and love and joy and...well, all the things. All the stuff; "the usual" (or, just, "the ush") as they say.

But then, how does that work with the cosmology of D&D? How do paladins and assassins get along? Why do we kill orcs and goblins? How the heck are we supposed to know if clerics are being granted their spells?  And what about all those alignment-based spells and magic items?

Here's how I approach these things in my campaign:

With Regard To Monsters (and Character Classes): 

Think of "alignment" as a short-hand for the general attitude/perspective of a class/species from the point of view of a human; D&D is human-centric, after all.  Any creature with a "good" alignment is generally "pro-human" or (rather) "pro-human values;" any creature with an "evil" alignment is "anti-human."  SO, "good" dwarves and elves and halflings like and value humans and treat them in as friendly a manner as humans treat each other. Admittedly, humans have a long history of robbing, raping, and killing each other so this might translate to "not-so-friendly," but it's a good enough starting point and things being equal they're generally willing to work with humans so long as it suits their interest.

"Evil" creatures, on the other hand, have a history of conflict and antagonism with humans and their allies (i.e. creatures that get along with humans or that humans would view as "good"...like dwarves and elves). It doesn't mean they're inherently evil or bad or spawned of Satan (at least, with regard to non-planar creatures) just that...historically...they've been on opposite sides of the battlefield more often than not.

Paladins and rangers (traditionally "good" aligned classes) are characters that champion HUMANS and their allies. As fighters, they are warriors, killers, and destroyers of things that would harm or threaten humans. That is what they are trained to do; although they have different training from each other.

Assassins (traditionally "evil") place no particular value on human life...being trained as professional murderers, a human is only "valuable" insomuch as it affects the fee they charge to end it. Meanwhile, thieves' traditional "non-good" designation aptly describes their cavalier attitude towards other humans' property (being trained in the larcenous arts). 

"Lawful-ness," then, is simply an estimate of whether or not a particular species operates in an ordered and civilized fashion..."civilized" again being from the perspective of humanity. Do they have hierarchy? Bureaucracy? Laws? Most of the humanoid monsters found in the Monster Manual (and, thus, in my campaign world) fall into this category...they are as organized with regard to trade, agriculture, and warfare as any human society.

"Chaotic-ness" on the other hand, is not just the absence of law and order, but an abhorrence of it, and a a wanting to smash the social norms and niceties of (what humans would call) 'polite society.' Bugbears are something OUTSIDE the hierarchy of other goblinoids...a throwback species (like a neanderthal or sasquatch), insane individuals too large to kill that have been driven into exile, or perhaps some ogrish-hybrid...who knows? Ogres are just too big and un-refined to have ever developed anything like a "society;" they are at the top of the food chain and they enjoy being there. Gnolls are something like the beastman marauders found in the Warhammer world...they are as close to a demon-worshipping barbarian horde as anything you'll find in my world. And elves...well, let's just say most humans tend to stay the hell out of elven cities (there's only one), as they're something akin to Moorcock's Melniboneans; they'll get their own post in this series.

As far as classes go only the monk and paladin have a requirement for "Lawful-ness" and this simply indicates that they must follow a strict hierarchy and discipline with regard to their profession. Monks are beholden to their monastic order and must follow its dictates; paladins are the same with regard to their church. Here, the alignment restriction (again...not used in my game!) indicates character classes that are not altogether free from obligation.

And the Neutrals? Well, all the creatures and classes of my campaign are effectively "neutral" when it comes to their actions, self-determination, and self-interest. But with regard to the True Neutral druid, we simply see a sect that is neither concerned with promoting human interest, nor overtly antagonistic to it. For the neutral-leaning bard, the alignment merely describes the free spirit of these drifters.

By the way: any character class can adventure with any other character class in my game.

With Regard To Alignment-Based Magic:

There are only a handful of magic spells in the PHB, mostly clerical in nature, that require alignment to be addressed. Know alignment does not exist as a spell (un-needed). Detect evil detects the presence of unnatural or supernatural presences: the undead, creatures from other planes, and (as noted in the spell description) "evilly cursed magic items" (i.e. magically cursed items specifically designed to do harm). Similarly, dispel evil banishes enchanted and summoned creatures regardless of alignment. Protection from evil is now just circle of protection, a spell that wards out unnatural and supernatural creatures and provides the listed bonus against creatures trying to do harm to the warded character(s).

I should probably note that I long ago stopped using denotations like "protection from good" or "unholy word." To a devil-worshipping cleric, "unholiness" is "holy" and "evil" is "good." While these spells still exist, they do not merit having a reversible version (holy word is always "holy" to the person using it). 

As for magic items of an alignment nature, they generally fall into three categories: items designed to screw with a PC's alignment, items meant to restrict access (benefitting or cursing depending on alignment), and items meant to exert control over its user (like an intelligent sword). In the case of the former (a helm of opposite alignment, for example), they're simply out of the game...it was rare that I would stock such items anyway, even back when I used alignment, as all they ended up doing was giving a player an excuse to engage in unproductive shenanigans OR unfairly stripped the abilities of a PC (paladins, rangers) through no fault of their own.

For magic-swords and other such items (like the Gauntlet in module UK3), I determine what the item's motivations are, and have it exert control in order to obtain those motivations REGARDLESS of alignment. No damage is received from using such an item, unless it's made for a particular type of wielder (a dwarf or a paladin, for example) as is picked up by someone else.

As for magic items that bestow benefits based on alignment...eh, anyone can use it. You want your magic-user to read a libram of ineffable damnation? Have at it...all magic-users gain the benefit (and can likewise benefit from a libram of gainful conjuration, etc.). I want my wizards seeking out forbidden tomes of knowledge, good or evil; that's the stuff of the adventure fiction I grew up reading.

With Regard To Clerics:

Clerics in my campaign still pray for (and receive) magical spells from their deities. They have access to the same spell list, regardless of deity; this list is different from the other spell lists. My long-standing house rule is that they pray for their spells as needed, not in some morning ritual...I've explained this all before

Clerics have tenets of faith and worship that they are expected to practice. Do I bother detailing these? No.

Would it be possible for a cleric to lose their spell powers for failing to follow the dictates of their church/religion/deity? Maybe. I haven't (so far as I can recall) ever ruled as such in any D&D game I've ever run.

Are clerics expected to fight for "good" (or "evil") against their opposite number? Clerics are expected to champion and protect their own faith and that faith's worshippers against those who'd harm or threaten that faith or those worshippers. Sometimes that might mean fighting against a (previous) ally. Sometimes that might mean fighting with a (previous) enemy. Sometimes "protecting the faith" involves rooting out corruption within their own church (i.e. fighting/killing their own clergy or congregation members).

God (and gods) move in mysterious ways.

I don't use the DDG all that much these days. If I were to use it, it would be mostly as a "monster manual" for other planar entities. Yes, I have no issue with high level characters fighting (and possibly slaying) gods...good luck to 'em if they want to try it. I know from experience that it's not all that easy...in fact, I've never seen it done in an ACTUAL game of AD&D. Nope, not even Llolth (and I've run Q1). If a god were slain, I'd expect its worshippers to shift allegiance to whatever god would have them (and that suited their fancy), and would retain all their prior levels/spells/abilities.

Just about the only way I really see a cleric losing their spells would be through some crisis of faith: either a literal "crisis" (our deity has been slain!) or through some curse/geas or vow breaking crisis, of the kind that might require an atonement spell. In the latter case...well, that's the kind of thing that has to be worked out on a case-by-case basis generally through (*shudder*) role-playing. Which isn't BAD, folks, but just isn't something I can pencil down with a hard-and-fast answer. That the AD&D game provides for this potentiality of such a spell being needed speaks to the robustness of the system...you won't find atonement in 5E, just by the way.

[which maybe says something about the unforgivable blasphemy that is 5E]

ALL RIGHTY...that's enough of a foundation in the basic cosmology of my campaign. We'll get to the actual geography of the world (physical and political) in tomorrow's post.

Friday, June 2, 2023

My Magic (Part 1)

Oh, wow. Finally, a chance to blog (I'm waiting at the car dealership...again). Yeah, it's a Friday when no one reads blog posts. At least there'll be something for folks to scan over the weekend. 

I thought I might write a bit how I run magic spells in my campaign. This is due in part to Noism's post the other day regarding "underutilized spells" in which commenter Theo Thaconatos wrote:
I seems there are plenty of old schoolers who (gasp) let Clerics cast spells on-demand (well, on-imploration) as a kind of miraculous ask.
I run my clerics that way myself...and have for years. However, I couldn't seem to find an example in my 50+ posts on "clerics" that did more than (briefly) mention this fact. Since it's one of the very few house rules I've used for decades, I thought that might be something to write about.

[also, please note that this is "part 1" in a series...my plan is to discuss ALL the various spell-user types found in my campaign]

Over the many years of writing this blog, I think most folks would find me a strong advocate for the Rules As Written camp of game play. Game designers design games in particular ways for particular reasons. It is not a great idea to change existing rules (especially not willy-nilly or without trying and testing them)...additional rules can always be ADDED (if/when necessary) to fill in the "blank spaces" not addressed by the game designer.  

Much as I've bitched and moaned over the years regarding specific design choices, this is generally my default stance when it comes to playing and running role-playing games. And even when I have added a house rule or five (and I have done so...many, many times) more often than not, I simply end up defaulting back to the rules as written during game play. In general it's just EASIER to do so...and well-designed games (like B/X or 1E) tend to play both smoothly and efficiently when run 'by the book.' Truly.

But, of course, I am also a gigantic hypocrite. Because I haven't run clerics RAW since ever.

As has been related before (here and elsewhere, many times): I cut my teeth with B/X circa 1982 before moving into AD&D sometime circa '84. The first cleric I ever encountered was Sister Rebecca in Moldvay's basic rules. The first PLAYER cleric I ever saw in game was a high (9th) level one I created for my buddy Matt to test out the Expert set rules (specifically regarding men-at-arms and wilderness travel). The first ACTUAL PC cleric I saw was in my hybrid B/X-Monster Manual days (i.e. before I discovered AD&D was a separate entity), when a guest player (Brian) showed up to play and brought his high level AD&D cleric to our table (complete with mace of disruption). Later, over several years of running straight AD&D campaigns, we'd see MANY clerics and cleric multi-classes. And, of course, since getting back into D&D (in the early 2000s) I've run a TON of clerics...in 3E, BECMI, B/X, OD&D, and (of course) 1E.  My son's new 1st level character is, in fact, a cleric.

And through it all, since the beginning, I have run clerics different from the rules as written. Moldvay is quite clear on the specifics:
Since clerical spells are divinely given, they do not have to be studied; the cleric need only rest and then pray for them. As a result, the cleric has the choice of any spells of the same level for each adventure. Once a spell is selected, however, it cannot be changed during the course of that adventure (or day).
[emphasis added by Yours Truly; please note this synchs up quite readily with the first sentence of the second paragraph in the SPELLS section: "Spells must be memorized before an adventure begins." Earlier on, an 'adventure' is defined as a single game session]

And why would it not be clear? Gygax is equally as specific in the PHB (page 40):
Spells of any sort must therefore be selected prior to setting out on an adventure, for memorization requires considerable time.
[this following the discussion on clerics need to pray (and magic-users need to study) in order to stock spells in their brains]

But, as said, I've never run clerics like this. I have always, always allowed clerics (PC or otherwise) to cast any unrestricted (by level) spell, without prior memorization, up to the limit of their maximum number of spells per day. 

Always with the POSSIBLE exception of C1: Hidden Shrine of Tamoachan...because I've used that module with the pre-gen (tournament) characters, and the cleric's spell selection (including slow poison) is specifically designed for the challenges of that module. However, I've also run C1 without the pre-gens, and (in those cases) my standard house rule...regarding cleric spells...applied as usual.

I have multiple reasons for running clerics this way:

1) Philosophically, it matches/models my perception of "divine" magic. Clerics spells are miracles send from heaven (or hell or Olympus or wherever). They are the granting of divine aid to the passioned plea and prayer of the god's agent. Clerics call on their deity when their need is greatest (i.e. at the moment the spell is wanted)...and if the cleric has been faithful, and the request is deemed to be just and necessary, the boon is granted. In the Bible (the text of my personal religion) and the various legends/stories of saints, prophets, and miracle workers THIS is how the divine power of God works. It is not stocked up and stored in the morning...it is called on when the champion is tested. And God will either answer his/her prayers...or not.

2) Aesthetically, it helps distinguish divine (clerical) magic from arcane (magic-user) magic. The clerics of my game world are (and always have been) something other than "wizards of another order." By stripping off this part of the Vancian paradigm (i.e. memorization and mental storage of spells), the magic of the class becomes fully distinct from that of the scientist/academic/occultist that is the sorcerous magic-user. Clerical magic is granted from "on high," subject to the whims of their patron; it does not operate under the same rules and laws of wizardry.

3) Practically, the freedom to choose spells "on-the-fly" prevents the cleric from being relegated to the role of designated medic.  This freedom, in practice allows player clerics to make meaningful choices in play: they know how many spells they can cast per day, and what their options are, and they must decide how they husband that resource to make the best use for their party. Timely use of one of the cleric's (many) utility spells can prevent party members from sustaining damage or damaging effects, thereby mitigating the need to stock ONLY healing spells.

4) For the DM (me) it saves me the trouble of playacting an omniscient being. If following the DMG as written, clerical spells above the 3rd level are petitioned of and granted by the character's deity (i.e. from the DM) either directly or via the deity's "minions." This allows the DM to vet the player's spell selection, possibly saying "no" (or "yes") depending on the the behavior of the cleric and/or the determined needs as seen by the deity (i.e. the DM). 

Some DMs see this as an advantage...a chance not only to curb 'inappropriate behavior' (whatever that might mean) or a means to grant hints and help to the otherwise clueless player (who doesn't know, for example that a dispel magic or remove curse spell is going to be exceptionally necessary in the scheduled adventure/session). However, I dislike this practice on a number of fronts. For one thing, I think the deity should be determining whether or not to grant the spell at the time the petition is made (i.e. at the time of need)...and while some BTB DMs will say "of course!" (in addition to examining the cleric's behavior at morning's prayers), this 'double jeopardy' is not to my liking. For a second thing, there are already SPELLS (augury, divination, commune) that a cleric may cast for divine guidance. For a third thing, the DM restriction on spells (for the good or bad) negates the whole act of player choice, thus curtailing player agency....something I dislike immensely. Allow the PCs to sink (or swim) based on their own choices of action...but choices made within play.

"Within play"...that's key when it comes to the magic available to clerics. Clerical spells are, for the most part, designed to mitigate penalties and problems that arise and that inflict lasting harm on the party. Curing damage, yes, of course. But also removing fear and paralysis and blindness, revealing traps and locating paths, neutralizing poison, disease, curses (like lycanthrope), energy drain and death. They have other powers, too...offensive ones even (command, hold person, flame strike, holy word, etc.) but the CHOICE to use these (very effective) spells must be weighed against the need for other spells that aid...the blessings and prayers and divinations...or the need to save a fallen comrade.

In our last session, our newly minted 1st level characters found themselves in dire straits right from the get go: the DCC adventure I repurposed ("Madhouse Meet") has the party awaken in chains in a locked prison cell, with all their armor and weapons missing. Fortunately, escaping their manacles proved easy enough, as two PCs were able to pass a bend bars roll to pull their chains from the wall, while a third (the elven assassin) was able to pick the lock on his own shackles. When it came time to ambush the jailor...a huge brute some 7' in height and built like a bugbear...the fighter grappled him from behind while the assassin used a pick pockets roll to swipe the club from the guard's belt. The cleric, however, rather than engage in the unarmed melee chose to cast cause light wounds, figuring his deity would aid him in smiting his captor.

And, of course, he was right. 

Now, generally, one wouldn't see much use for such a spell...it's more the purview of the evil-cleric-masquerading-as-helpful-healer trope (see B2 for ready example). Most players wouldn't think to memorize it at the outset of an adventure, figuring the need to HEAL party members would be O So Much greater. Bur in this case, it was the PERFECT spell to cast...the perfect "miracle" to ask of a loving God that wanted to protect Its child from the depredations of evil men. 

ANYWAY. The four reasons listed above are all the justifications I give for why I handle clerical spells the way I do. However, none of them are the main reason I've continued to run the game in this way (since 1982...'82!). No, the MAIN reason I continue to run clerics this way is simply because: it works. It functions well. It speeds play. It doesn't "break" the game, neither destroying "balance" between character types, nor making the game "too easy." 

It's worked in my games for 40 years. The whole "player agency" and chance to use non-cure spells are really secondary considerations to that. And I've seen no reason to change it, even though it means I've never TRULY played D&D "by the book" as written.

Next post will be about magic-users.

Friday, April 29, 2022

Anti-Clerics

So, yeah...after very little deliberation, I've decided to re-write DL2: Dragons of Flame for use in my home campaign. As has been detailed ad nauseum (here and elsewhere) the thing has problems, most due to DragonLance in general (duh) some for stuff I just find a little nonsensical; for example, there are not one but TWO chambers containing a huge, ancient red dragon, but no easy means of egress/ingress for either (no treasure hoard in their lairs either).  

[*sigh*]

However, I rather like the Big Bad Leader, "Verminaard" (well, except for his name). I'll admit I'm a fan of "dragon highlords" as a concept anyway, but an evil 8th level patriarch battle commander is right in my wheelhouse. 

[remember I'm also a fan of Jagreen Lern]

But the "battle commander" is the important bit. Waaaaaay back when I was a kid, before I even knew there was such a thing as "Advanced Dungeons & Dragons" I don't remember ever having a cleric in our games...not until I got my hands on the Mentzer/Cook Expert set. Remember that my understanding of "D&D" as a concept was mostly informed by playground gossip/play (which featured fighters, magic-users, and assassins), the Dungeon! board game (elves, heroes, superheroes, and wizards), and the occasional comic strip advertisement (which, to that point, had yet to feature "Serena the Cleric" or whatever her name was). 

[films like The Hobbit, Clash of the Titans, and various Sinbad films also played a role in my understanding of "fantasy," of course]

But the cleric class? Um...huh? Doesn't really seem like Friar Tuck does it? Certainly didn't seem like my parish priest...my encounters with "the undead" at a young age were mainly limited to the occasional Dracula re-make on television...my parents did NOT expose me to a lot of horror stuff.

And so, since I didn't have a good grasp on the concept...well, it didn't see action in my games either. 

However, this changed when I got the Expert set. All Moldvay wrote as a description was:
Clerics are humans who have dedicated themselves to the service of a god or goddess. They are trained in fighting and casting spells. As a cleric advances in level, he or she is granted the use of more and more spells. However, clerics do not receive any spells until they reach 2nd level (and have proven their devotion to their god or goddess).
Yeah, why would I want to play THAT instead of an elf?

The Expert text, on the other hand, gets things fired up:
At the first 3 levels of experience, the power of a cleric is extremely limited. As characters advance to higher levels...[they obtain more spells of greater power, having proven their faith to their god or goddess. Because of this, it is very important for clerics to be faithful to the beliefs of their religion and alignment. Should a cleric behave in a manner that is not pleasing to his or her deity, the deity may become angered and punish the offender. This punishment could take many forms...[examples]. The DM may decide what punishment might be in such a case. To regain the favor of the deity, a cleric might find it wise to donate money and magic items to the religion, build a church or temple, gain large numbers of converts, or defeat some great foe of the religion...
All that is heady, world-building stuff. This isn't just some dude with a list of healing spells and a weapon restriction...dude's got responsibilities to a god (or goddess). Failure indicates consequences! Compliances yields great rewards (like fanatically loyal FREE troops, and half-price strongholds!)! DMs are given major leeway to punish and persecute such characters, sending them on quests, whatever-whatever.

The first new character rolled up using the Expert rules (for my buddy Matt) was a cleric. I made sure of that. And because I was 10 years old and had no patience for waiting for someone to reach "name level," he was created as a 9th level character with a troop of devoted fanatics and a small stronghold. His first adventure: he and his men were ordered by his god to enter the desert and confront a blue dragon in its lair. Now, forty years later, I can't remember how the mission turned out (I suspect there was a lot of death by electricity), but I'm sure it was glorious. I know this: for the rest of the time my original group hung together (about five years, mostly AD&D), Matt nearly always played a cleric of some sort.

Fast forward to today.

I have some pretty solid opinions on the cleric class, basic assumptions on what it is, how it works/functions, and the justifications for various systems. These "solid opinions" have definitely changed/evolved over time, and I would happily enumerate their current standings if I thought anyone would really care terribly (I don't). However, I previously mentioned that one of my Lenten activities involved curating the PHB spell lists, and since the clerical list was the FIRST one I culled (and because it somewhat applies to Verminaard), I thought I'd detail a little of that particular bit.

In brief: I'm not using alignment these days. Lots of reasons for that. Nor am I using Deities & Demigods in my game, except for its rules on ability scores outside the normal range (and I'm thinking of cutting those as well). What then are clerics, and how do they function? Are they just a different type of spell-caster (i.e. another magic-user with a different list of spells and a different set of weapon/armor restrictions)?

No.

They are still clerics...priestly types, in other words. But there is no pantheon of deities/alignments to choose from. There are acknowledged "lords of light:" life-giving, creator gods (or God, depending on the particulars of one's religion). Clerics have access to a standard list of spells based on healing and protection and generally all the (non-reversed) usual spells available in the PHB. They don't get to animate dead or cause wounds or slay living creatures...none of those powers are granted by the lords of light. They are tasked with spreading light, fighting darkness, making a better world for all. 

Pretty simple, pretty straight-forward, pretty easy. It's more-or-less "acting in aid of The Good" which doesn't necessarily mean killing orcs and building civilization...in fact, sometimes it means saving orcs and destroying civilizations. But well-fed, harmonious communities growing in wisdom and acting with simple kindness to each other is...generally...the desired end result.

Then there are the anti-clerics.

Some folks just don't want to get along with others. They'd rather subjugate and destroy, dominate and command others and aggrandize themselves. Rather than follow the lords of light, they pray to diabolic or demonic powers, who can grant them many of the same powers. Many, but not all. 

Anti-clerics in my campaign world are clerics with a different spell list. They still have some of the lower level healing spells, but for the most part they use ONLY the reversed spells found in the PHB. The dark gods aren't big on creating light and life; anti-clerics cannot raise the dead for example (although they can animate corpses in a gross parody of life). In simple terms, anti-clerics are bad apples who, for whatever reason, have decided they'd rather have the power to inflict fear and death on others, though losing their soul in the process.

The whip is not an
edged weapon.
This then is Verminaard (or rather Hanse Werner...that's his name in my game world). Being an 8th level patriarch he has his own band of loyal followers (who will take the place of various draconian and hobgoblin denizens of Pax Tharkas). Seeking to carve out his own small kingdom, harboring ambitions of grand conquest, he works to rebuild an ancient elven fortress, from which he can launch attacks (especially raids for slaves and supplies) on the local communities. Control and conquest is his aim.

An adventure for 1st level characters.

Monday, June 14, 2021

Killing Gods, Part 4

All right…that’s a long enough break since my last post on “killing gods.” More than enough. 

As a precursor, I need a moment to talk about the relationship between clerics and deities; I realize this will seem yet another digression, but it’s pertinent to the conversation. You see, this whole subject came up because I was unsatisfied with the way I feel (many) adventure designs of recent years have been unreasonable with their treatment of gods…but it’s quite possible that this trend (and my preferences) come in part from learning different styles of play. 

I will elaborate.

I’ve written before about the shift in perspective of What Exactly A Cleric Is that came about in 1983 with the publication of the Mentzer version of Basic. As I’ve recounted (often enough) this was NOT the brand of D&D by which I learned the game. The clerics in my first campaign (which I ran up till circa 1988) didn’t receive their spells from “the strength of their beliefs.” No. Un-uh. Spells come from the gods they worship…they are divine favors, pure and simple, miracles granted by higher powers. 

This is, of course, EXPLICIT in the text. The 1981 Moldvay Basic set described it thusly:
Since clerical spalls are divinely given, they do not have to be studied; the cleric need only rest and pray for them.
"Divinely given" is the key phrase here. I can understand if there is some confusion caused by the actual description of the cleric class in Moldvay; its text ("...they are trained in fighting and casting spells. As a cleric advances in level, he or she is granted the use of more and more spells...") could be interpreted as meaning that their magic is separate from their deity, that magical training is something only those who are initiated into the cult's higher secrets are taught. But unless Moldvay is speaking metaphorically (I don't think he is), the phrase divinely given in the Spell section makes clear just who is "granting" access to clerical magic...not higher level priests and patriarchs, but the god or goddess whom the cleric serves.

And Gygax is even more clear in the AD&D Dungeon Masters Guide:
It is well known to all experienced players that clerics, unlike magic-users, have their spells bestowed upon them by their respective deities.
The DMG text (page 38) goes on for more than half a page detailing exactly how clerics receive their magic directly from their gods, either by being divinely empowered (1st and 2nd level spells), bestowed upon them through intermediaries (saints, angels, demigods, etc. for 3rd through 5th level spells), or granted by direct communication with the deity itself (6th and 7th level spells). It is not a cleric's "inner strength," "strong beliefs," or "mystical training" that allows the character to create miracles...it is the god itself. A cleric with no god receives no magic. Period.

As said, Mentzer changes this in his 1983 Basic rulebook...a book I never owned until the 2000s, and certainly not the book I learned to play with. But a subtle shift in thinking is evident in TSR's publications as early as 1982. I refer here to two classic modules published that year: N1: Against the Cult of the Reptile God and B4: The Lost City. I imagine both modules might be held up as inspirations for the works of recent designers I cited earlier, examples of "sword & sorcery" style adventures featuring "godlike beings" who are nothing more than actual (non-divine) monsters needing to be killed...respectively a spirit naga named Explictica Defilus and the tentacled monstrosity known as Zargon. These false gods, whether through longevity and fear or powerful mind control, have created cults of worship around themselves, followers who hold them in awe and carry out their "divine will, much as one might expect of followers duped by a charlatan.

And yet both modules include actual cleric followers of these monsters...clerics with the ability to access clerical magic. N1 has multiple clerics of Explictica using spells of up to 4th level (7th level clerics). B4 features Darius, a 6th cleric (also with access to spells up to 4th level) of the "cult of Zargon" as one of the Big Bads of the adventure. None of these characters make sense under the rules of the game; none of these characters should have ANY spells whatsoever.

Contrast this with the backstory found in the 1980 module C1: The Hidden Shrine of Tamoachan:
Eventually a new Archon mounted the throne in Pontylver, one who claimed [lawful neutral] Alia as her patron. The Temple of the Correct and Unalterable Way grew in followers and prestige, and as time passed, Myrrha noticed that her peers and superiors were becoming increasingly arrogant and arbitrary....Myrrha saw they were falling into the heresy of believing that law is concentrated in the individual and not the community. Investigating, she discovered a well-kept secret: many members of the ecclesiarchy were no longer able to cast high-level spells, thus proving their estrangement from their deity!
If N1 was properly designed (that is, written to follow the instructions laid out in the rule books), neither Abramo nor Misha would have access to clerical spells above 2nd level (and maybe not even those) and Gareth Primo would have no magic at all because a spirit naga is not a god and, thus, not capable of granting spells.

That is the game, folks, and I honestly don't think it's "open to interpretation." But...perhaps because of "satanic panic" pressure over the pretending to worship strange gods (see the 1982 Mazes and Monsters where Tom Hanks plays a batshit-crazy cleric)...TSR started to move away from its own rules. Started to say, hey, being a cleric isn't really about worshipping a god, it's about your character's training and "strong beliefs" manifesting powers...you're just a magic-user in priest's clothing and it doesn't matter whether you're worshipping the One True God or some tentacled space slug that crashed on the planet a thousand years ago. We aren't teaching children about the worship of strange pagan gods...heavens, no! There is no god except God, these are just strangely deluded fantasy priests. Pay no attention!

And you see that carried all the way down to today's designers. From Jason Sholtis's magnificent Operation Unfathomable:
...clerics operate under the delusion that their deities actually exist (they do not!). In truth, clerics are merely a distinct variety of magic-user, devoted to one or more of the ten thousand Gods of Order. Clerics manipulate chaos to achieve their results through the mental constructs of their religious practices, rather than rote memorization of arcane mummery.
From 2017's Lamentations of the Flame Princess (James Raggi):
Cleric magic is divinely inspired, and is granted to Clerics through prayer. Whether these powers are granted to Clerics by higher powers, if these higher powers are what the Cleric believes them to be, or if all Cleric spells are merely ritualized forms of sympathetic magic, are all subjects frequently debated...
I would include the 2018 adventure The Red Prophet Rises in this mix of confusion, in which a heretical priest (Khazra), mistakenly worshipping an ancient vampiric entity, still (inexplicably) retains access to the spells of a 6th level cleric of "the Bull God." Why? Is the Obelisk that Thirsts a divine entity? No. Does it serve the Bull God? No. One would think spells would be withheld from the priest, if only to inform him of his delusional apostasy.  Guy uses a sword in combat anyway.

These authors (and others) seem to have been influenced somewhat by these later (post-1982) influences when it comes to explaining the relationship between clerics and their gods. Which is to say, there is little relationship, if any. Any failure of clerical magic can simply be attributed to the cleric losing faith in herself: it is not the deity that withholds magic, but the cleric's own psychological barriers to accessing a purely internal mechanism. 

I'm not a big fan of that interpretation. It doesn't jibe with the D&D I learned to play. It is not the AD&D of Gygax; it runs counter to the DMG and the information found in Deities & Demigods. And while I'll be the first to admit to being a stodgy, groggy, grumpy old man when it comes to my D&D, I'd even say that it's not very "Sword & Sorcery," either...despite what (many of) these authors hope to emulate.

Because as discussed in my first post on the subject, much of D&D is inspired by fantasy fiction of the pulp variety...and in pulp fantasy you see PLENTY of deluded cultists following charlatans and false gods, but they aren't getting any magical powers by doing so. False priests don't get spells: they use tricks and psychoactive powders or rule through fear and tradition and superstition. Real magic linked to worship is generally called sorcery and rightly so, as it is linked to the favors granted by demonic entities...but such infernal divinities are still "divine," supernatural and extra-dimensional. Only divinities grant divine powers: when Jagreen Lern or Elric conjure in the names of their chaos gods, THEN magical stuff happens. 

But maybe I need to rein in a bit and bring this all back around to the subject at hand ("killing gods"). There is, I think, a certain prevalence or attitude or orientation in the Old School Role-playing circles that has wandered far afield from the game as it was originally envisioned. Maybe. Maybe I'm wrong. But here's how I see it:
  • As Mike Mornard writes, the original designers "made up some shit they thought would be fun." It involved exploring strange environs, finding treasure, building worlds. It was inspired and influenced by adventure fiction, much of it "fantasy" in nature.
  • As a game, D&D has a system; it has rules. It models something (a fantasy world of adventure) and the rules are applied to the thing it models (the fantasy world of adventure) up to and including things like "how/why a cleric gets spells" and "how many hit points a god like Zeus might have."
  • That divine architect that Elric is always searching for? The supreme being that orders the lives of even the gods of his world? D&D has that, too: it's called the Dungeon Master. And just like Elric's "supreme being" (who would be Michael Moorcock...duh), the DM is not a creature to be encountered by the protagonists (in D&D's case, the player characters). The DM creates the world but is not OF the world. What will be encountered are game constructs, up to and including the gods that inhabit the game world.
  • As a constructed fantasy world D&D has a cosmology. As a game that models a fantasy world, that cosmology can be exactly and minutely defined...right down to just how much damage Thor can do with a hammer blow, or how many greater devils inhabit the 3rd layer of the Nine Hells...should such info ever become necessary for play.
  • The game (D&D) has parameters (structure) of play. It has assumptions and expectations of how play resolves.  These expectations of play resolution are determined by 1) the rules, 2) the way the rules model the world, and 3) the fiction that inspires the game...in that order. Don't (for example) tell me "well, Gandalf used a sword!" The inspiring fiction (#3) comes behind the rules (#1) and the modeled fantasy world (#2).
As originally conceived, Dungeons & Dragons was never about "telling stories." It was about playing a game of exploration and survival (adventure!) in a fantasy game world. However, some folks were quite unimaginative with how they worked within those parameters, creating murder-hobo funhouses of the poorest variety and this caused pushback in the form of front-loaded drama. We shall not wait for a story to emerge from our adventures! We shall make sure there is MEANING to these characters' (fake) lives!

Combine the success of that front-loaded drama (through company supported publications like Ravenloft and Dragonlance) with an imperative to cut anything perceived as controversial (i.e. impacting the bottom line) from a game now being marketed to children (this being the shift that began circa 1982), and one can readily see the consequences: we don't kill gods. We kill demons. We kill immortal liches. We kill creatures masquerading as gods. We kill surrogates in order to have our high stakes, high drama, emotionally invested play.

Because, originally, emotional investment in a character was mainly found in long-running (i.e high level) characters. And high level characters, by necessity, required greater challenges to stay engaged...tackling gods (modeled as part of the cosmology) and godlike beings (that giant ape from WG6) are a natural evolution of challenge for characters of the highest echelon, because lesser challenges don't cut it anymore. If you want to run a high level campaign, you're going to want to study up your copy of Sailor on the Seas of Fate because that's about "par" when it comes to suitable challenges. Good old Demogorgon has been a part of the D&D tapestry since 1976...and for good reason. 

[hell, I used to fight Demogorgon...on the playground...waaaay back before I ever laid eyes on ANY D&D book. Before I even opened my first box of the Dungeon! board game, even]

Not low level characters (I'm guessing).

Outside of WotC's latest-greatest editions, D&D designers have (mostly) moved away from front-loaded drama and railroad story arcs, but they've still passed some sort of threshold from which they can't seem to return. They want high stakes, high challenge, high weirdness in their adventure...but they don't want high level player characters. They want their players to continue playing "small ball" forever after, retiring (I suppose) should they ever, somehow, reach 8th or 10th level of play. "Too superheroic," is the refrain I hear. "The game is no fun after around 5th (or 6th or 7th) level."

Bull. Crap. But that discussion is for another post.

Throwing high level challenges (like godlings) into low level adventures is an attempt by designers to have their cake and eat it, too. It's an attempt to inject Elric-levels of amazeballs fantasy into the lives of grubby, Warhammer Fantasy-level adventurers in order to draw out low-level play while still keeping long-since-jaded players engaged with the game in front of them. Is that as bad as playing pre-generated snowflakes traveling the Dragonlance railroad? Absolutely not. But it's got to be grating after a while. It would certainly bug the shit out of me.

All right, that's it. I lied about this being the concluding post...just had too much more to say. The NEXT post will definitely be the conclusion to this series. 

Monday, November 9, 2020

Gods of Krynn

In looking through the Dragonlance material, I find the thing is...mm..."problematic" in its relationship with and treatment of gods and religion. Which is a little ironic, given just how IMPORTANT the whole concept of divinity (and its role) is to the unfolding story.

Let's review for a moment: like many "vanilla" fantasy settings, DL has the usual, trope-riddled pantheon of multiple gods of various alignments (good, neutral, and evil) connected to their various spheres of interest (magic, farming, war, elves, etc. ad nauseam). As per standard D&D, these various powers grant spells to their most devout followers (clerics) whose job it is to...um...kind of "spread the good news" to the peoples. Well, at least the followers of the good deities. The neutral deities (like Gilean/Astinus or the dwarf god Reorx) appear to be more "take it or leave it" types with no interest in proselytizing or drumming up interest in their worship. And the evil deities' clerics are more bog standard villains of the Evil High Priest variety (i.e. mustache twirling villains who, if anything, appear to be jealous of sharing their power and standing).

[with regard to this treatment of neutral and evil deities, you need to remember and consider the context of the setting. Dragonlance was originally written and developed for 1st edition (pre-Unearthed Arcana!!) AD&D. In AD&D there aren't any "neutral" clerics (only druids, which Dragonlance doesn't appear to have). And as for "evil" clerics, there is only ONE named in the entirety of the original trilogy (Verminaard) and he gets disemboweled in the first book. The adventure modules have more (including Verminaard, who is supposed to survive through most of the series), and even changes main bad guy Ariakus from a wizard to a cleric]

[it's also worth noting that pre-UA did not allow non-human player characters to become clerics, with the exception of half-elves and half-orcs. Since DL dispenses with setting-specific IP, there aren't any Tolkien orcs (nor half-orcs) in the game, and half-elves are portrayed as extremely rare (there's only one - the protagonist, Tanis - and he's a fighter)]

Where DL gets credit for changing the "standard trope" is making a post-apocalyptic world where "true clerics" have disappeared from the world. The gods have literally abandoned the people (no more spells for clerics) which has made for a rather grim and perilous fantasy world. Reconnecting the people with their gods is a major plot arc of the novels.

*DEEP BREATH* Now, I have written about this "subversion" before, and some of the reasons I find it problematic...I'm not going to rehash those here. Instead, I'm going to talk about more underlying problems to the world building; things I feel I need to address before any sort of reclamation project.

First, let's talk about clerics specifically: just what the heck are they? What do they represent? Look I realize Dragonlance is the fantasy equivalent of space opera (where explaining FTL travel, for example, isn't important or integral to the story being told), but I've grown beyond the point where I can be satisfied with "it's just D&D; there are clerics" as a definition. No. Clerics and their faith and the gods are MAJOR POINTS OF THE SETTING (in both the novels and the adventure modules!); I can't just "write them off."

So just what do they do? What are they for? WELL...in the novels, they appear to fill the same role we see priests and preachers of our modern world: they counsel people and lecture people and comfort people and help guide people to positive life choices (and again, please note this is only with regard to good-aligned clerics). They have temples where they live and worship and pray, though they also do "outreach" to other parts of the world/environment. Villages and small towns have lone clerics and small churches around whom the entire community congregates; larger towns and cities have larger places of worship and multiple options of faith: whether you're talking pre-Cataclysm (note the descriptions of Istar in the Legends trilogy) or post-Cataclysm (see the Seekers of Haven in DL1). Despite being polytheistic, it's still comparable (i.e. recognizable) to our churches of today.

Except that this is D&D. That's not what priests...well, clerics...do. They go out on adventures. And while Goldmoon and Elistan (in the modules) are going out on adventures, it's under the thin guise of spreading the gospel of the True Gods (i.e. the ones that grant powers). While practically speaking they're offering medic and undead crushing skills to an adventuring party, that's not the fluff and fiction of the setting. What they should be doing (and what they are doing later in the novels) is ministering to the Faithful in a non-combatant fashion. Adventuring clerics are a strange abnormality in the Dragonlance setting. Even Lady Crysania (from the Legends trilogy) only accompanies the twins on their adventures unwillingly; she'd rather be doing the work of growing the newly established church on Krynn (and, in fact, returns to this work at the end of her "adventure"). And it is precisely because of her devotion that is given as the justification for her (high level) powers as a cleric.

[per the Dragonlance Adventures sourcebook, Crysania is 14th level(!!), despite a complete absence of adventuring experience]

But that (defining clerics, distinguishing their priesthood, and explaining their role as adventurers) is only part of the problem. The other parts are the actual lack of religion and ritual (kind of an important part of any pseudo-medieval setting) and the way DL treats polytheism in general (i.e. not really how polytheism worked in ancient times). Regarding the latter (a discussion on polytheism), I'd direct readers to Bret Devereaux's essays on the subject; they make for excellent reading and a decent enough overview. To me, Krynn's religion more resembles a medieval Christian theology with minor gods in the roles of the saints...nice, but not especially important compared to Paladine/Jehovah (I suppose, in such an analogy, Mishakal would be Mother Mary). 

Which is all the more crazy when you consider Krynn's gods to be literal, active beings walking amongst humans (Takhisis has been physically manifest in the world more than once, and Paladine walks around in disguise much as Odin does in the Norse sagas, while the immortal Astinus, purported to be the god Gilean, is living and scribing in Palanthas, easily accessible with anyone with the right credentials)! The gods of Krynn are VERY manifest and VERY real, and thus do not even require "faith" for belief...and, yet they're treated fairly contemptuously in many regards (though I suppose not much more so than one would treat a "divine emperor" living in a far away capital).

Fall on your knees.
In fact, pretty much the only portrayal of clerics I find "authentic" in the Dragonlance books is that of the evil clerics, especially in the form of the dragon highlord Verminaard. Not only does he exhibit the traits of the D&D class (wearing armor, bashing folks with a morning star, using his magic in combat), he also exhibits a devotion for and communion with his Dark Queen; one could certainly envision him performing sacred rites to Takhisis in Pax Tharkas, when he's not out trying to drum up worshippers (as he does with the Seekers of Haven). I'm a bit bemused that the character is killed off in the first novel of the series (via a deus ex machina!) when, as an NPC, he figures so prominently throughout the adventure modules...Verminaard is one of the characters meant to be kept alive with the Obscure Death special rule. 

But, heck, even the draconians feel more worshipful and subservient to their gods (worshipping a dragon effigy, for example). Sure, Paladine might eschew ritual and reverence (he says something to that effect in the third book, if I remember correctly), but his priesthood's rather casual treatment of religion seems at odds with, oh say, the construction of huge temples and edifices to his glory (or the glory of the other gods: Mishakal's temple in Xak Tsaroth, for example). Such buildings require copious amounts of resources in pre-industrial societies, don't they?

Anyway...

I guess, right now, I'm just sitting in a place where I feel it's not enough to say "the gods of Krynn move in mysterious ways." They're NOT mysterious. They literally walk among the people of the world, interacting and directing them. One of them (Takhisis) wants to enter the world with all her forces of the Abyss and "conquer" it (though to what purpose is a little obscure)...and it's not the first time she's undertaken the task. 

[interestingly...to me, anyhoo...that this the DL setting also includes such iconic MM personalities as Demogorgan, who appears in the Roger Moore-penned Tasslehoff story "A Stone's Throw Away" (Dragon #85). Perhaps, Takhisis is annoyed with demonic competition and wishes a plane of existence all to herself?]

I like the religious overtones and themes found in the DL-verse; I really do. I think they should be present in any campaign set in Krynn. However, even as I think the "quest to return the gods" can and should be detached (as a plot/story arc) from the player characters, the overtones and themes should be more ingrained into the setting...there should be more intensity. The "perceived abandonment" of the gods should probably be changed to ACTUAL abandonment; bringing them back may require an atonement on behalf of wayward humanity. Maybe. But that makes for a pretty dark campaign (one where most folks are in state of despair and hopelessness)...plus it doesn't wash with the presence of divine soldiers (Verminaard, etc.) in the service of the Dragon Army.

*sigh* More later. Next I'll be talking about the whole "steel pieces" thang.

Saturday, April 11, 2020

In The Tomb

Happy Holy Saturday! As we all await our own "resurrection" from the caves in which we're sheltering (see what I did there? Easter humor), I figured I'd post up a few addendum notes to yesterday's post. I mean, why the hell not?

Regarding my re-typing of OD&D:

Finished doing Book III...well, as much of it as I plan on writing at this point. The thing devotes a LOT of space (about a third of its page count) to aerial and naval combat, neither of which are incredibly pertinent to my campaign at the moment. I understand the authors' original intention of including everything necessary for a "complete game," but this is more appendix kind of stuff for "special adventures" (this may be a B/X prejudice as the original Expert set put ship and waterborne combat info in a just such a chapter at the end of the book). For better or worse, I don't see my players doing a lot of aerial combat maneuvers in game.

That leaves a lot of space, however, which I will be using to fill out GM info (from later works) that I really want to include. I went through the later OD&D supplements, as well as The Strategic Review and early Dragon magazines...

[ha! in the other room my daughter is having a video "play date" with one of her kindergarten friends and she's attempting to explain the Dungeons & Dragons game we've been playing. Funny stuff.]

...and made notes of the things I want to incorporate into the text. There are some interesting world assumptions I'm finding in the text. The fact that orcs are readily available for hire as mercenaries (and for low prices) says something about their place in the world/civilization of the game...especially as other humanoids AREN'T (goblins are too feral? I suppose). But how does this easy relationship sit with rangers? Not good I suppose (which is why they prefer to live in the wilds). Still, it helps explain half-orcs when orcs are regular participants in inter-species relationships...

Then there's the whole issue of evil (i.e. "chaotic") patriarchs. The same rules for high level clerics apply to evil high priests...which means any such individual that builds a stronghold is going to attract a large force of "faithful" fanatics...not to mention the automatic "tithes" (20 g.p. per inhabitant per year!) that starts rolling in to the EHP's coffers. Apparently all gods are honored in this fantasy setting...sets up all sorts of Isle of Pan Tang ideas.

Regarding the Tomb of Horrors:


Man, that adventure is the gift that just keeps on giving. After The Keep on the Borderlands, I've got to believe it's the module I've run the most over the years (yes, more than White Plume Mountain). Last night, I ran the original OD&D tournament version of the module for the kids, though using the illustration pack from the later 1980 publication. Kids each took two of the pre-gens from the adventure: Diego used an 8th level paladin ("Rider") and a 12th level magic-user ("Winklebart"); Sofia used a 4th/6th level Elf fighter-mage ("Fiddly Fiddler") and a 10th level cleric (first call "Sheila May," later changed to "Lovine the Artist"). The kids had a lot of fun picking out all the cool spells their high level characters could carry, and spent a good amount of time selecting equipment that provided them the right mount of utility with the most efficient encumbrance.

Because we were starting rather late at night, I declared we'd go with the two hour tournament time limit (though we probably went over by a bit). The players started by exploring the "right-hand" (western) false tunnel. The collapsing ceiling killed Fiddly, necessitating the use of Lovine's raise dead spell. Fortunately, the elf made his resurrection survival roll and two weeks later they were healed up and ready to try again.

The party's second foray into the dungeon saw them exploring the "left-hand" (eastern) entrance. Despite the rumbling they heard behind them, they decided to press forward and try to open the doors. It was only after they discovered the blank wall behind the doors that they turned to find the tunnel behind sealed by a shifting wall. "What do we do now?" What do you want to do. "Well, we'll check out the fake doors, but we'll be careful for traps." I think you've already set off a trap don't you? Oh, right. Fortunately, Winkle had memorized the passwall spell so they were able to escape.

Next up was the main (central) tunnel entrance. Here they managed to fall in most every pit trap along the path, but led by their stalwart paladin (with high hit points and amazing saving throws) they managed to traverse the length, finally arriving at the corridor's end. Finding and reading the the cryptic message on the floor, Diego decided to try the misty arch while Sofia's characters remained behind to "watch for monsters." The teleportation deposited Rider and Winkle in a rather messy heap in the chamber of the four-armed ghoul who surprised the pair (apparently they were still disoriented by the mist's effects). Random die showed the ghoul going after the wizard, who quickly died. Rider fought a round with the creature before deciding to flee due to low hit points and the strategic disadvantage of facing a monster with 4 attacks per melee. Charging through the exit he kicked open the plastered door to the main tunnel, only to plunge into the pit lying on the other side (death by impalement...he still made his saving throw). Hearing the commotion the rest of the party retraced their steps, recovered Rider's body, and retreated from the tomb.

The paladin was raised (easily making his resurrection roll) and two weeks later the party was back at the Tomb. Down a man (even had they attempted to retrieve Winklebart's corpse, it had been too long since his death to revive the wizard), they party decided to exercise the utmost caution. Taking a vote, they decided to go through the devil mouth this time. Once again, the paladin was chosen to go first (it was really Sofia's idea to try the devil mouth, but then she chickened out of taking the plunge; rock-paper-scissors was executed and Rider was given the job). Tying a rope around his waist and hoisting the lantern, the paladin pushed his way into the mouth, disappearing completely into darkness. Pulling on the rope brought back...nothing. After sticking a few odds and ends into the mouth (torches, both lit and unlit) it gradually dawned on the players that the devil's mouth was a one-way trip. "So where am I?" asked Diego. In heaven...you were disintegrated! Time for bed!

[there was a lot of laughter at my son's expense, even his own. "Sofia, why do you keep letting me make stupid mistakes?!" followed by the realization of his own words. Ah, D&D...I've missed you]

The children were suitably impressed that the Tomb of Horrors was exceptionally deadly and as fierce as its reputation suggested. Of course, they are also interested in going back, though they realize they're going to have to create some more characters. For my part I feel...refreshed by the experience. Maybe in my own way I'm like some sort of withered demilich that needs to bathe in the blood of young adventurers to get the creak out of my bones!

Regarding the chipa:

It turned out delicious. Here's a picture (we made more, but...um...it all got eaten):


Used a combo of queso fresco and mozzarella cheese in place of the queso paraguayo. The video was good (converted everything to English units of measure) and did a half order...still made a ton of chipa. Very tasty.

Enjoy your weekend folks...as best you can.
: )

Friday, September 20, 2019

Race, Racism, Alignment, and Evil

Apologies in advance: I should probably break this down into a number of separate posts. But I'd rather just lance the whole topic in one shot rather than prolonging the suffering.

Let's start with the basics: I'm about 10 seconds away from cutting alignment out of my D&D game. Yes, this is something that some folks (like the much esteemed Alexis Smolensk) has been advocating for years...blogging about it as recently as last week. But it's not Alexis who finally broke my back on the subject (even if he did lay a lot of the initial groundwork); rather, it was G.A. Barber's recent posts on decolonization, integration, and racist tropes in D&D.

And orcs. Thinking about orcs. Really just...orcs.

We're going to bring this around to the Icespire Peak thing in a second (that's a factor), but let's start with the orc thing first. I wrote a rather long comment/response on Barber's post that was either eaten by the internet or hasn't been approved. Doesn't matter either way because it was kind of dumb. But here's the summarized thought (refined a tad):

- While I understand the tropeyness of monocultures (an "elf nation," "orc nation," etc.) is both banal and uncomfortably similar to racist stereotypes (e.g. "all African nations are the same"), it's tough to separate from this when I want non-humans to represent a small segment of the world's sentient population (in comparison to humans, who are prolific and diverse). I'm more inclined to handle these monocultures as Gygax does the Drow in module D3: have a variety of internal factions, conflicting political/religious groups, and rogue independents within the monoculture. Another example might be the dwarves of Krynn as presented in the novel War of the Twins.

- That being said, there's an additional challenge: I like my tropey evil species. I like dragons that are greedy. I like goblins that are sneaky gits. And I like orcs to be scourges on the civilized species, whether because of some genetic curse or their innate subservience to some Dark Lord (Sauron, etc.). I understand this is a callback to European views of the Mongols or Huns (did Eastern nations view Alexander in the same fashion? Maybe) and, admittedly, lazy as far as world building. But what's the alternative? Feeling bad about killing orcs and taking their stuff? When we could be building bridges with and finding empathy for another sentient, misunderstood species?

[this is still D&D we're playing, right? A certain type of escapist fantasy that allows us to expediently resolve conflict with swords and spells, unlike the real world. Superhero fantasy (where conflicts are resolved with mighty fists instead of thoughtful dialogue) is similarly lazy and escapist, but sometimes we want that, right? Or not?]

- But even saying I go partway here towards "understanding orcs" (at least understanding that they are a group of homocidal, unreasoning inhuman humanoids), we can start to say HEY there's really no such thing as "evil races" and "good races" only SELF-INTERESTED peoples. Just like real life nations. Dwarves (or elves or orcs or whoever) might appear stand-offish to outsiders, but if your interests align with theirs, they're happy to become helpful, friendly allies. On the other hand, when your interests and theirs conflict, they're similarly likely to become enemies at the gate. And unfortunately for the orcs, the ethics and values of their particular "society" (such as it is) is quite likely to be at odds with those of (most) human communities.

[side note: I think it was the 2nd or 3rd edition of Warhammer 40,000 that suggested or implied that orcs were a plant-like species: the green skin/blood being related to chlorophyll, their seeming indifference to pain or lost limbs, their driving motivation to compete and expand like a hostile plant being introduced into an unprepared ecosystem. I do kind of like this idea, but D&D already has vegepygmies]

[hmmm...are vegepygmies kind of racist?]

Moving on from Barber's post (and my comments), this idea of "self-interest" echoes back to my thoughts on the nature of capital-E EVIL in D&D (advanced or otherwise). I wrote about this waaaaay back in 2010, when I realized there really shouldn't be a separate "holy" and "unholy" version of spells, water, and symbols. To the priest of Satan (or whoever), her symbols, spells, and special ointments are all "holy," and the implements of different faiths/religions are "unholy" or "blasphemous." Our perceptions are colored by our own values and self-interests, especially as ingrained in us by our parents/family/elders/teachers/society.

That doesn't mean everyone is a SELFISH BASTARD! There are still people in the fantasy world that are taking actions that enlightened 21st century (and, in my case, Christian) folks would consider "good" or "altruistic." Self-interest doesn't preclude acts of charity and kindness, if those things are of value to the particular fantasy being in question. Orcs, however, may not have those values by definition of their "particular society." A few outliers aside (as always).

Back to the Dragon of Icespire Peak adventure: the adventure background concerns a white dragon moving into the territory and setting up shop. This sets in motion a number of events, including the forcing of orcs (the dragon's convenient prey) out of their usual territory, forcing them into conflict with the nearby human settlers. Again, I will say this isn't a terrible premise for an adventure...it is in fact, a very reasonable, realistic scenario. In a fantasy world of monsters eating and enslaving other monsters, it's only natural that such a chain of events would occur (the dragon in the adventure is youngish and was forced out of its territory by other, more powerful dragons...similar to a young lion being forced from the pride by the alpha male). The problematic part of the adventure is the execution of the scenario: kill encroaching monsters (orcs or otherwise), level up, kill dragon, yay...all for little or no reward.

Do I want to take out the orc fights? No, not necessarily. Do I want the PCs to peaceably "integrate" the orcs into their society? No. Even if they were re-skinned as "barbarous hillmen" (or something) I want to retain the cultural differences and conflict. I do not want my Dothraki walking around and enjoying the culture of King's Landing in some fantasy version of Renaissance Venice, okay? Keep that shit to the final episode...er, session of the campaign when you're done with "adventuring."

But do you see where I'm going with this line of thought? There's no need for alignments...especially monster/species designated alignment...in a campaign world based on thoughtful self-interest and reasonable motivations. THAT is why I'm finally, finally willing to take a hard look at axing alignment from my game, after years of resisting the idea. In B/X this isn't difficult: "evil" (for purposes of detect evil, protection from evil, etc.) is only limited to supernatural evil of the undead or demonic variety, with "evil" being defined as "contrary to the natural order of the world." Here are the only other considerations, as far as I can recall:

Alignment language: I don't use it anyway.
Intelligent magic weapons: even without alignment, such items have an ego and an agenda, and will attempt to control a character. I see little reason to do the "gotcha" damage from picking up a weapon of different alignment; being mind controlled by an intelligent sword is "gotcha" enough.
Alignment changing magic items: there are better, more interesting cursed items to include in a campaign world.
"Good" alignment play for adjusting XP acquisition: No.
Alignment restrictions based on class: I'd address this on a case-by-case basis.
- Assassins: originally required alignment was "neutral." Evil is as evil does: no restrictions.
- Bards: requiring "some sort of neutral" is the same as no requirements. Duh.
- Cavaliers: PHB only, please.
- Clerics and Druids: see the bit about holy symbols above. Priestly types are expected to follow the tenets of their particular faith in order to produce magical effects. Failure to do so might result in loss of abilities.
- Monks: have you not seen Iron Monkey? Look at the main villain.
- Rangers: I'm not running a Middle Earth campaign. These are outdoorsy hunter dudes, and that doesn't require a "good" alignment. Other restrictions certainly apply!
- Thieves: plenty of examples in fiction of "heart-o-gold" thieves; see Grey Mouser. Not sure why there was ever such a restriction (I think, back in the day, we house ruled this to "non lawful" instead of non-good).
- Paladins: the most problematic of the bunch, and my main impetus for years for keeping alignment (even when not playing AD&D!). I know that I still want "behavioral restrictions," but I don't want to tie them to DM fiat of what is or isn't being "true" to the lawful good alignment. Are the paladin's abilities supernatural? Yes. So then, as with other spell-casters, they are tied to their beliefs as self-imposed strictures (like a wizard's taboos against weapons). As such, I'd probably set a number of tenets/laws (similar to the cavalier's "code of conduct" in the UA) that such a character would not be able to transgress without the loss of her abilities.

All right. I think that's about all I want to say on the subject. Next post will be shorter (I think) and address the "vanilla fantasy" setting that is the Forgotten Realms.

Not all orcs are alike.


Sunday, June 2, 2019

Problematic Content I Like

My experiments with Alexis's trade system is, unfortunately, going to go on hold for the moment (family stuff takes precedence on the weekends, and the boy had a baseball double-header Saturday).

However, I still have some time have a bit of time now, in the wee hours of the morning (while everyone else is asleep) to blog a bit more on the South American campaign setting. The more I consider it and research it, the more I like the whole concept. As long as I treat the indigenous humans like, you know, humans and not some sort of cardboard fantasy antagonists, I think the setting can still provide plenty of ground for adventure while not becoming some sort of sick colonialist fantasy. I think the main thing to keep in mind is that humans are a diverse bunch of people: no group is inherently "good" or "evil," though self-interest can look like the latter when it's at the expense of others. Regardless, the game will probably have a bit more "moral ambiguity" than your average D&D campaign, especially those latter day editions that presume players to be some sort of heroic do-gooder types.

And that's fine. If a PC is murdering a fictional human in a game, does it it matter that the NPC is an Incan or a Spaniard? Is it really any different from murdering a (fictional) Traladaran or Thyatian? I think it only becomes offensive when the game states (explicitly or not) that a particular group of people is "orc equivalent" in the setting, i.e. a species of less-than-humans existing only to be slaughtered, and that there's no moral quandary for doing so, as the culture is all "evil" anyway.

I suppose we'll have to see how it works in practice which...considering my lack of gaming at the moment...might take a while. Still, I'll try to keep it in consideration as I do my prep work and world building. For now, let's just figure it's all "doable" and move on to the next offensive thing I've got planned: religion.

Specifically the re-skinning of alignment as "religion" for the campaign setting.

The whole Law-Neutral-Chaos axis doesn't really work in a setting of moral ambiguities: if you don't have a Dark Lord Sauron on one side and some sort of Council of Good Peoples on the other, the idea of alignment becomes either a means of measuring temperament (do I like to steal and cheat?) or one that measures some type of "cosmic force" interaction. The latter works great for settings that pit players against extra-natural entities (Cthulhu and the like) or define the conflict as one of order/civilization versus chaos/wilderness. But those don't really work for my setting: there isn't any cosmic evil force the PCs are striving against, and the "wilderness" of South America already had plenty of order/civilization in the form of the native peoples of the continent. The conquistadors were really the ones introducing chaos (to the eyes of the indigenous population) even as their perception was one of bringing "the light of reason and faith" to the region.

[oh...and if you just want alignment to be temperament, then why bother with it at all? Humans change their minds and behaviors all the time. No one is inherently Lawful or Neutral or Chaotic]

However, I do have reasons for wanting "sides" in the setting (and a shorthand description for characters), and instead of traditional alignment, I've decided that the term religion will do just fine. In this case, I break it into three categories:

True Christian
Practical
Non-Christian

Part of this is tied directly to the history of the setting. When the Church allowed the Spanish and Portuguese to divide up the non-Christian world between them, part of the justification for this was the conversion of the non-Christian populations. As such, only Christians were allowed to emigrate to the Americas, individuals in fact needing to be able to prove that they were Christians (of two Christian parents) in order to participate in the colonization. For the Spanish and Portuguese, going to the New World wasn't a search for "religious freedom;" it was about expanding the Church's dominion. As such, all European explorers in South America were exclusively (if nominally) "Christian" during this time period.

Now Christianity, like most world religions, is generally pretty nice when people follow its laws and tenets. Thing is, though, you actually have to practice what the priest is preaching...just because you've been baptized and take Communion regularly doesn't mean you're not an asshole. Walking in the steps of Jesus...like walking the path of any holy person...can be frigging hard especially the more attachments you have to the worldly. Not just money and power mind you, but your family, personal honor, and self-identity (status, place in society). It's tough dissolving one's ego and "trusting in the Lord," and most of us get too caught up in the immediate stuff in front of our noses to see (or care) about the larger picture.

Those that DO see that picture, or who can at least glimpse it and care enough to try to live it, are the folks that fall into the "True Christian" category. Baptized Christians (i.e. European explorers) who habitually forget or ignore either the letter or the spirit of Church teachings fall into the "Practical" category; they still believe in heaven, and are respectful of priests and the Eucharist (superstitiously so) but they're not really trying to live Christ's example. "Non-Christians" are people who actively disbelieve or despise the Church; it includes both atheists and apostates, and any pagan peoples (like all the indigenous folk at the start of the campaign).

In addition to helping define where one falls in the conflict between New World and Old World, these alignments serve a practical purpose of helping to distinguish and categorize the character classes in the campaign; at the moment, I see them breaking down like this:

Cleric: True Christian or Practical only
- Druid: Non-Christian only
Fighter: Any
- Paladin: True Christian only
- Ranger: Any
Magic-User: Practical or Non-Christian only
- Illusionist: Practical or Non-Christian only
Thief: Any*
- Assassin: Practical or Non-Christian only
- Bard: Any
Monk: Non-Christian only, if used

I haven't decided whether or not I actually want to include the monk character class...if I do, it will probably be some sort of fantasy order/cult found among the indigenous. I toyed with limiting thieves' alignment, but I figure there might be some "reformed" types who retain their skills refraining from their sinful (stealing) ways. Mage-types and assassins are limited because, regardless of any particular devotion they might have, they continue to practice crafts (sorcery and murder) that are distinctly counter to Church law.

Being a True Christian matters mostly to the cleric and paladin classes. It is possible to be a priest or knightly warrior without being a devoted Christian, but the supernatural powers of these classes are tied to their faith. As such, I've defined seven Saintly Virtues (based on the Cardinal and Theological Virtues) that True Christians must observe to retain their status:

Charity, Chastity, Faith, Fortitude, Mercy, Modesty, and Temperance

I have notes about how each might be broken, but the effects of breaking them differ between classes.

Because "to err is human," a player may choose a single virtue that their character may safely disregard while still retaining their status as a True Christian; it is assumed this is a personal flaw/vice that they are struggling with and so long as they show proper remorse (and seek confession) there is no alignment penalty (changing alignments carries the usual penalty of losing an experience level, but it's pretty damn difficult to switch between Practical and Non-Christian without actual religious conversion!).

Paladins who fall from True Christian to Practical alignment lose all class benefits, becoming a normal fighter (though one with a tougher XP table...oh, that guilty conscience!). The nice thing about this system is that I have actual "sins" (well, vices really) with practical limits that regulate if the character is being true to her alignment or not, rather than some arbitrary (i.e. DM defined) "act of evil." Players who want to play a more typical (and historical) "robber knight" can play a fighter of Practical alignment instead.

For clerics, the seven Saintly Virtues are tied directly to their spell-casting ability: the cleric may not cast spells of a greater level than the maximum number of virtues they obediently observe. This applies even to clerics of Practical alignment: each character has seven boxes that will be checked off by the DM if and win a character falls to the Vice that corresponds to a particular Virtue. For example, "lust" is the sin associated with Chastity, which here is defined as "sex outside the sanctity of Holy Matrimony." Since priests and nuns are prohibited from being married by Church law, this Virtue would be broken with ANY sexual relationship. This might not cause a change in alignment (especially if the cleric was already of the Practical bent) but would prohibit the character's ability to cast spells higher than 6th level...at least without proper atonement and penance.

[I am still deciding whether or not undead turning is linked to alignment...in which it would only be available to True Christians...or to class (in which case alignment matters little). Probably will depend on what I decide is the reason the ability works and how]

Aside from these things, I intend to have certain magical effects that function differently (or not at all) depending on the alignment/religion of a character: these include some spells (especially clerical and druidic magic) and some magic items as well: a pagan may burn (and take damage) from touching a holy Christian relic, and some Christians will face similar (and worse) penalties from particular pagan artifacts...though, of course, the effects will be less pronounced for "Practical" Christians.

It should be noted that while alignment might affect some societal structures, it need have no effect on which characters will adventure together. A True Christian will happily join a party that includes a pagan or an assassin with the hope that her shining example will inspire such characters to religious conversion (or, at least, to "mend their evil ways"). There is, thus, no proscription against paladins adventuring with a band of faithless miscreants.
: )