Our regular Pendragon crew could not play on Friday night, so I spruced up some one-page dungeons and ran a session of Charlemagne’s Paladins for Skidoo, whose Pendragon character Sir Hervis is the terrifically accomplished straight man to Sir Carabad the Schlimazel.
Running 1:1 D&D is rough going for the player. Skidoo grabbed a pre-gen, Lady Odelia, a dual-class Thief 5 (ex-Cleric 5) and a bunch of 3rd level Fighter henchmen, and set off for adventure, before realizing that a lone Thief and her gang of henchmen are in for a world of trouble.
Briefly: Charlemagne’s court enchanter, Maugris, had a prophetic dream about the city of Avignon and the future of Christendom, and asked Lady Odelia on behalf of the King to pacify the surrounding lands. Avignon and the territory between it and the Pyrenees was known back then as “Septimania,” which sounds like some Labor Day-related car sale event.
But in the late 700’s A.D. Septimania had a lot going on, in terms of D&D settings. About forty years prior, Charles THE HAMMER Martel practically stomped the whole region into the dirt when the local Visigoths, led on by promises of assistance from the Moors, wouldn’t submit to him. So the place is littered with ruins, the local population is nominally Christian but there are still lots of pagan traditions and cults (variants on Saxon deities, who were variants on Norse gods), there are barbarian and Moorish raiders from the Pyrenees, and towns like Marseille get a fair amount of trade. Narbonne is in the process of becoming a center of learning and religious toleration, with lots of strange folk mingling. To the southwest, the dangerous Moors; to the southeast, the treacherous Lombards.
Anyhow, Odelia wasn’t too keen on spreading the King’s influence, but did want to help the locals simply for the sake of doing good deeds, so she traveled down to Avignon by riverboat. Along the way she hoodwinked some Ogres who had set up a toll, and negotiated the release of one of her men from mischievous Nixies. During the journey she became increasingly fixated on finding the bandit stronghold of Scarlet Jacques, whose depredations had alarmed the locals.
(Of the one-pagers I had brought with me, this stronghold was the one I had not stocked—and, it turns out, had not brought the map after all. Naturally it was the plot hook the player wanted to pursue…)
Anyway, so Odelia set off into the foothills of the Alps, and ran into five Hill Giants who she had to let pass by. She interrogated a desperate merchant who had escaped from Jacques’ alpine fortress: there are at least 150 bandits, a pagan priest, and a magician of terrible power: far more than a Thief and six knights could handle. Regrettably descending back into civilization, we had to stop when a flock of Wyverns carried off half of Odelia’s henchmen and another poised on a rock above her, daring her to make the first move…
This felt exactly like any D&D game ever played. Some overland hex exploration leading to encounters solved through lateral thinking (she was a Thief after all), and just GM’ing what the dice told me would happen. My only deviations from the 2e rules were using the B/X wildness encounter charts, because I didn’t have the Monstrous Compendia on my iPad.
what didn’t work
Odelia in theory had access to Cleric spells, but the casting time problem–everything in Charlemagne’s Paladins takes ten times longer to cast–meant that it was pretty hard to plan ahead given the extremely random nature of overland travel in the game. I suspect that this is something that could be overcome with some thought and more exposure to the spell list.
The other thing that didn’t work was having a solo adventurer engage in overland travel, even with a retinue of meat shields. A lot of really horrible monsters live in the mountains, and it was a minor miracle that Odelia survived for over a week of game time.
charlemagne: a cool guy
All the stuff that King Arthur gets credit for, like unifying a diverse kingdom and establishing order after a long period of chaos, conquering Europe, trying to instill a moral code among the warrior class, and encouraging culture and learning–Charlemagne actually did that stuff, though of course this was the work of generations beginning with his grandfather Charles THE HAMMER Martel and continued by his father Pepin the Short. From (very biased) accounts Charlemagne seems like an extremely talented and interesting person.
charlemagne: also, turned into a dick for propaganda purposes
As we discussed prior to play, so much of our society’s imaginative life is focused on the idea of “good” violence. It’s a very problematic concept, and I’m sure it’s been part of human nature since the dawn of time, but Charlemagne did “good violence” on a scale never before seen in Europe, particularly against Muslims.
Charlemagne’s own attitudes toward Muslims appear to be complex and historically contingent: the disaster at Roncevalles started because he was willing to make an alliance with one group of Muslims against another faction.
But a few centuries later, during the Crusades, people looked to Charlemagne’s battles against the Moors as a kind of propaganda tool to inspire everyone to go to the Holy Land and slaughter people. The chansons de geste, which are at the heart of the Matter of France, were composed during this time. For the next thousand years, whether fighting crusades, colonizing the New World and Africa, holding various ideological revolutions, World Wars, Cold Wars, and now Terror Wars, world history has been shaped by Western Civilization’s seemingly endless appetite for “good violence.” And for Europe, the big proof-of-concept was Charlemagne, at least as perceived in propaganda. (And again, this is probably not unique to the West, but they ended up in a position to indulge that appetite fairly often.)
Basically, in 2013 your attitude about legendary Charlemagne killing hordes of legendary Evil Muslims is going to be shaped by our own experiences of “good violence” in our modern crusade. I haven’t resolved how I feel about using these themes in the game.