Archive Page 3

09
May
13

Weird Tables: Corpse Bits 4 Ca$h

Arch-wizards, alchemists and taxidermists crave various chunks of monster anatomy for their own peculiar purposes, and sometimes they’re willing to pay good money for such things! Players who recognize this may get into the habit of chopping up everything they encounter and hauling the bits back like deranged slaughterhouse workers. To keep the PCs from overdoing it, you may wish to limit such sales to specific requests (or “quests” for short) proffered by enchanters for whatever fresh ingredient they happen to need at the moment, as determined by the

REAGENT BOUNTY TABLE

Roll twice on a d20 to determine what weird thing the local magician desires. If this offers a nonsensical result, like a ghoul horn or hellhound wing, ignore it and roll on the “special reagent” table instead.

Roll Creature Reagent
1 Basilisk Blood
2 Cockatrice Bone/Skull
3 Doppelganger Brain
4 Dragon Ear
5 Ghoul Eye
6 Giant Flesh
7 Gryphon Genitals
8 Harpy Hair/Feathers/Scales
9 Hellhound Hand/Foot/Paw
10 Hydra Heart
11 Manticore Horn/Antler
12 Medusa Liver
13 Minotaur Nose
14 Mummy Saliva
15 Ogre Skin/Hide
16 Owlbear Stomach/Intestine
17 Troglodyte Tail
18 Troll Teeth/Beak
19 Wereolf Tongue
20 Wyvern Wing

SPECIAL REAGENT TABLE

Roll 1d12.

Roll Reagent
1 Carrion crawler tendril
2 Displacer beast hide
3 Fire beetle gland
4 Gelatinous cube gelatin
5 Giant scorpion stinger
6 Giant spider venom
7 Giant toad tongue
8 Killer bee honey
9 Ochre jelly protoplasm
10 Rust monster antennae
11 Shrieker spores
12 Stirge proboscis

Appropriate payment will vary based on how much gold you want to put into the PCs’ hands. In the past, I’ve generally offered 1d6 x 100 gold pieces for reagents. Now I’m considering monster HD x monster HD x 100 gold pieces. This may inspire PCs to go after monsters that outclass them in order to earn some sweet loot!

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17
Apr
13

Mass Combat as Sport, Mass Combat as War

D@WThe Kickstarter for Domains at War launched yesterday, and my fellow Autarch Greg Tito recommended it on Facebook by saying “Domains at War is probably the most versatile fantasy wargame I’ve played.”

Versatility is an important feature to have in something you’re going to use in a RPG campaign, because of what S. John Ross said

may be the most unique feature of RPGs: tactical infinity. In Chess, the White Queen can’t sweet-talk a Black Knight into leaving her be; in Squad Leader, a group of soldiers can’t sneak through an occupied village dressed as nuns. In an RPG, you really can try anything you can think of, and that’s a feature that thrives on anarchy.

Game systems cope better with this infinite possibility than stand-alone games. One of the first things the original D&D set tells you is that you should have several other games on hand before you start playing, which you’ll then glom together to make a Frankengame.

Dungeon! is a great game, deeply linked to D&D thematically and developmentally, but it’s not on the Recommended Equipment list. I think this is because it is the closest to what ordinary players would recognize as a game instead of a set of rules for making your own game: it’s immediately playable out of the box, no elaborate customization needed, which means that it can’t be easily incorporated into a RPG. It’s only useful for gaming out the outcome of dungeon-crawling this one dungeon represented on the board, with these specific heroes printed on these cards. As a result, Dungeon! manifests in OD&D not as itself but as an abstracted set of principles for dungeon-crawling activities like finding secret doors, gauging risk/reward by dungeon depth, and earning victory points by bringing treasure out of the dungeon.

Outdoor Survival fares little better. This one is more of a hobby game, and less of a mass-market ready-to-play boardgame: the rules provide for several different scenarios, each of which introduce variant rules. It makes the Recommended Equipment list mostly because its hex map is such a useful play aid for RPGs (which is why we’ve included a version of it an add-on reward for Domains at War). You’re not encouraged to actually play a game of Outdoor Survival to resolve your character’s wilderness travel, although doing so may help make sense of D&D procedures like getting lost that are abstracted from its rules.

Chainmail is the game that actually makes it whole into OD&D. With the exception of the “alternate combat system”, you are encouraged to set aside playing a RPG whenever your characters get into a fight, at which point you’ll translate the shared imaginative space from D&D into the setup conditions for a Chainmail battle. Not coincidentally, this is the one on the list that, to the uninitiated, looks least like a game and most like a self-help manual in some esoteric discipline.

Domains at War can be as versatile as Greg says because, like its inspiration Chainmail, it’s a game system rather than a game. This DIY element means you can use it to recreate ancient or medieval battles from real-world history as easily as you can use it to resolve mass combat situations from your favorite hit-point-and-armor-class RPG. Domains at War’s default scale is 1 unit = 120 foot soldiers, 60 cavalry, or 30 giants, but it’s simple to adjust this to play out engagements between a large adventuring party and its mercenaries vs. an orc lair, or titanic conflicts with thousands of troops on each side.

ACKS Afterschool

That said, the goal of Domains of War is to present a system that’s quick and easy to use to generate a game. It succeeds at this well enough that nine-year-olds all jumped up with having had to sit still all day can learn and play it in an afternoon, while still retaining enough complexity that their impulsive tactical decisions have consequences.

The kind of versatility that makes Domains at War most valuable when incorporated into a RPG is that you can use it for both combat as sport and combat as war. In the game at right, I set up the forces opposing the kids’ characters to give them a well-balanced challenge, because I wanted the process of playing out the battle to be enjoyable in its own right. It took a long time to get the system presented in Domains at War: Battles to the point where it can be used to set up a game that’s fun in itself rather than just an exercise in dice-based resolution. That’s what I wanted in that particular after-school class, and it made sense in the imaginary scenario of the campaign.

In this afternoon’s session, however, it’s entirely possible that the kids will choose to lead their surviving armies somewhere else on the hex map and run into a wilderness encounter that’s not at all balanced. In a game like D&D 4E that’s strongly designed for combat as sport, this would be a problem because every combat is a symphony of interlocking choices that takes a long time to play out even when the outcome is more or less pre-ordained. Using the detailed tactics in Domains at War: Battles to dice out the kids’ armies wiping out a tribe of goblins, or getting stomped by an entire ogre village, would be no fun for the same reason. Here’s where the abstract resolution system in Domains at War: Battles – or the Free Starter Edition which you can download at DTRPG right now – shines. It’s got just enough dice rolls to make squishing goblins feel satisfying without taking up the whole session, or to make having one’s troops exterminated by giants while the PCs run and hide feel like a misfortune instead of a lengthy ordeal. And the rules for armies attempting to avoid detection by enemy forces in Campaigns make even the attempt to run from enemies fun and gameable.

Even accepting that most players didn’t use both Chainmail (which itself encompasses three different resolution systems) and the “alternative” d20 system to handle OD&D combat, old-school games work well in sandbox play because they facilitate their own versions of this toggle between interesting, slow, and detailed and trivial, fast, and abstract. As a result, you can do sport and war with the same rules. When a major fight comes up in the White Sandbox, the pace of the game naturally goes into bullet time; I’m very careful with the initiative count, and each player’s turn takes a long time as they search their character sheet for the half-remembered magic item or special ability that might save the day. If it’s a random encounter with nothing more at stake than a few hit points here or there, everyone accepts that I drop the individual initiative count-down and ask everyone to roll to hit as one big volley; we all want to get back to the exploration or logistics or narrative-building which the combat is interrupting. To my mind, the way the overall Domains at War system can be used to mirror either of these modes is its single biggest asset to me in running a RPG campaign.

16
Apr
13

Dungeons & Dragons In a Theater Near You

Two D&D-related plays are running this April: SHE KILLS MONSTERS is at the Steppenwolf in Chicago until 4/21, and GOLDOR $ MYTHYKA: A HERO IS BORN is at the New Ohio Theater in New York until 4/27.

GOLDOR $ MYTHYKA

I haven’t seen this one yet, but I can say that:

  • it’s based on a true story of a gamer couple who become folk heroes following “a theft so large and brazen that even law enforcement officials admit some admiration for it”
  • the coverage in the NY Times that inspired the playwright is remarkable for presenting RPGs as the opposite of a predisposition to crime:”Mr. Dillon, who regularly led long sessions of the role-playing game Dungeons & Dragons, dreamed of doing something grand with his life… Friends of Ms. Boyd and Mr. Dillon say they never drank alcohol, took drugs or smoked, preferring books, movies, music and role-playing games for entertainment.”
  • the play’s production company, New Georges, is making a concerted effort to reach out to gamers, including a D&D page on their website and weekly pre-show games of D&D held in the theater every Friday at 7 pm
  • this Friday the 19th I’ll be running a scenario I developed for the Tower of Gygax, as this format’s audience participation, short playtime, and fast turnover are great virtues in running games in unconventional settings. (Unfortunately I’ll be arranging for another DM to fill my shoes on the 26th. Also unfortunately I didn’t post this in time to say “hey go play with DM Andy Action of 2 Skinnee J’s on the 12th!)
  • if you want to check it out on any of these Fridays, they’re offering complimentary tickets to the DMs to share with their gaming circles: I certainly plan to take them up on this offer at 8pm this Friday. See below for details!

New Georges presents
GOLDOR $ MYTHYKA: A HERO IS BORN
a new play by Lynn Rosen
developed with & directed by Shana Gold

APRIL 3 to 27

Wednesdays thru Saturdays @ 8pm     Sundays @ 5pm

Mondays @ 7pm      opens April 8

THE NEW OHIO THEATRE

154 Christopher Street

(between Greenwich & Washington in the far West Village)

tickets   $25 / $35 premium seats
Mondays: pay-what-you-will OR ROLL OF THE DIE (at the door only)
Fridays: enter the world of Dungeons & Dragons!  starts at 7pm in the lobby; curated by D&D consultant Rusty Thelin
Sundays: late brunch! FREE McClure’s Bloody Marys & crinkle-cut chips!
www.smarttix.com or call 212.868.4444

Fun and appropriate for kids, say, 12-ish and up!

WATCH, IF YOU DARETH, as love and hunger collide most fantastically with the elusive American dream. In hearty games of Dungeons & Dragons, young Bart and Holly escape the dreary reality of hauling money all day in armored transport vehicles. When jobs are lost and the boss starts looking at Holly funny, escape becomes reality, releasing Goldor & Mythyka upon the world. Thusly, lucre shall be heisted! Throngs shall cheer their criminal exploits!

And Have Nots will rule the day!  Until…

SHE KILLS MONSTERS

I blogged about the premiere of this play at the Flea Theater before seeing it, but never got around to reporting “hey this is really awesome!” The frame story follows a woman who comes back to her home town after her younger sister’s death in a car crash. Big sis finds little sis’s D&D campaign notebook and, seeking to understand her better, convinces that gaming group to reform and run her through the adventure it describes.

Overall SHE KILLS MONSTERS is fantastic – funny, action-packed, and well written. If you’re in Chicago at the right time, you wouldn’t do wrong to invite anyone you know to go see it. For gamers in particular, you can be reassured that this is an accurate and sympathetic portrayal of the role-playing experience. Following one of the performances in NYC, I organized a panel about how RPGs relate to theatrical performance. Here are some reasons SHE KILLS MONSTERS is especially worth checking out in this light:

The frame story allows the audience to be led through the process of learning what a RPG is about. Our viewpoint character is initially awkward about sitting down and playing let’s pretend with her sister’s friends. As she gets into it, the staging has her and the GM sitting and talking while in the background the events described are being acted out. Soon big sis is fully into the fantasy – the actor is dressed up like the character, grooving on killing monsters as promised – and then the play cuts back to the mundane reality of being in a room rolling dice.

A gaming group is first and foremost a social gathering. I’m aware of being in a room with other human beings with whom I’m looking to have a good time. Part of the enjoyment of the game is then appreciating the imaginative performance of these people; I’m not just cheering the hobbit Lucky as he delivers the killing shot to the Beast Lord, I’m also moved by his player Quendalon’s description of these events. To the extent that the game is immersive and compelling, I care about Lucky and want to learn about how he overcomes challenges. Still, this is just a shadow of how much I care about my friends and want to get to know them better through the lens of gaming. The narrative of SHE KILLS MONSTERS gets this right – little sis’s gaming notebooks and the stories told about her by her gaming group reveal an inner self otherwise hidden from the world – but it’s the way this story is told through the medium of the theater that sells me on the idea.

In a film like Heavenly Creatures which likewise plays with the link between reality and imagination, the fantasy sequences are neither more nor less real than the depictions of the people imagining them. Special effects aside, both are just images flickering at 60 frames a second. As a rule, I prefer watching movies to seeing a play because  the awareness that I’m seeing people acting dramatical tends to inhibit my immersion into the story. As a way to explore what a RPG is like, though, theater seems to me exactly the right tool for the job.

As the audience for a play, I’m normally judgemental: watching people act rarely convinces me I’m seeing another reality the way the illusions of film can. When playing a RPG, I’m not just a spectator evaluating others, I’m also a participant eagerly trying to get to another reality. The need to be forgiving of my own ham acting in the service of this goal means that I’m full of charity and good will towards my other players’ own turns on the imaginary stage.

In the frame story, I’m aware that I’m watching someone on a stage, acting out the hesitancy faced by someone who wants to be cool and adult as they try to get into the silliness of playing a RPG. When I see the character they’re playing starting to sink their teeth into the game, and then in the next scene the actor is dressed like the character in the role-playing game going wild with the stage fighting and whooping out over-the-top battle cries, it’s a great dramatization of why RPGs are awesome. Here is Zak’s famous observation about ironic distance in the form of a play; I’m simultaneously aware that I’m seeing a person, and seeing a person pretend to be something they’re not, and in my mind’s eye seeing the thing they’re pretending to be. Being a gamer trains me to cheer on this process and do everything I can to help with the make believe, and being a good play means that SHE KILLS MONSTERS keeps getting energy out of the frame shifts the same way that a RPG feeds on breaking the action to make out-of-character jokes or to admire the fact that it’s your friend who is coming up with these wild inventions and impromptu dialogue.

In the panel after the show, we talked a bunch about the idea that a key difference between RPGs and other theatrical forms is the way that RPGs combine spectator and audience. Nick Fortugno said that plays have to be good in an Apollonian sense, worthy of being held up for objective appraisal; trying to appeal to some imaginary audience of theater critics would immediately squelch a roleplaying game.  SHE KILLS MONSTERS appealed to me as a gamer because it showed the process of conjuring an imaginary space, but at the end of the night I realized that it also appealed to my desire as an audience member to sit back and be entertained by people more talented than me, at no effort to myself.

If one of the high moments of your play is going to be a puppetry gelatinous cube, it helps to have the audience in the mindframe of gamers eager to imagine that the GM’s amateurish sketch is whatever it’s supposed to be. But I wouldn’t pay for the experience of being a spectator for the exact same roleplaying session twice, and if I were going to be anywhere near Chicago this week I’d eagerly see SHE KILLS MONSTERS again.

08
Apr
13

Not a trap, but a feature

So why are dungeons full of weird-ass deadly traps anyway? Someone built the place at some point, and surely putting a spiked pit in the middle of the main hallway or a poison needle on the bathroom doorknob was asking for trouble. It would be nice to have a plausible explanation for such things!

Fortunately, our good friends at RPGnet have compiled an exhaustive list of bizarre deathtraps along with tortuous justifications for their presence! Many of the explanations border on the ridiculous; others gleefully leap over that boundary into full-on gonzo surrealism. But the thread is a gold mine for weird traps and weirder backstories that should inspire any DM.

To quote the introduction to the thread:

Old-school dungeon crawl scenarios frequently contain mechanisms and architectural features that seem to serve no imaginable practical purpose, unless one presumes they were deliberately designed to mess with adventurers’ minds. From fountains of acid, to strangely situated pit traps, to Goldbergian contraptions that kill anyone who enters the room in entertainingly baroque ways, it sometimes seems like every dungeon is a malevolent underworld labyrinth with a personal grudge against the PCs.

Of course, there’s nothing wrong with playing it that way, but sometimes it can be more fun to take these inexplicable features and try to imagine what their original purpose might have been – that is, to justify them as something other than purpose-built adventurer-shredding devices.

Click here to read more about room-sized winepresses, mimic farms, electric thrones, exploding phylacteries and ultradimensional sharks.

20
Mar
13

an “oriental” adventure

I’m using “oriental” in scare quotes because my partner is Chinese and keeps rolling her eyes when she sees that word.  But y’all know what I’m talking about.  Last night, with very little prep, I ran a kinda dumb scenario based on OA1: Swords of Daimyo for half of our Pendragon crew (Skidoo, stop looking after your family and come back!)  Alas, while it did feature ninjas wearing Spider-Man costumes, there were no giant robots or love-smitten beetle-accessories.

a nice day for a . . . white wedding

The unstoppable forces of TANAKA Toru (poetry-loving samurai lord of Bingo Village, notorious for its unbelievable hidden treasure caches) and WATANABE Yuki (financially ruined Bushi and master to the strange hairy gibberish-speaking forest gnome Konando) combined to thwart a wedding!

A wedding of eeeeeevil!

Or, at least, a wedding involving a heartbroken suicide returned as a horrible demon of insanity, a clan of ninjas wearing Spider-Man costumes, and more court intrigue than could easily be displayed on a relationship-map. Plus, burning buildings! A pavillion tent with one entrance but three exits! Psychic duels! A display of incredible archery! “Furious” urination! An attempted seppuku! Sake! Sorcery! And a litany of similes as inexhaustible as the ocean’s waves!

Poor Tanaka was driven insane, Watanabe kept encouraging the bridegroom to kill himself, and stout-hearted Konando rang a gong like a gong-ringing monkey-dwarf to wake up a priest who actually did the hard work of banishing the demon to save the day.  But he is only a priest, and everyone knows that glory goes to the warriors.

some half-assed prep

Before I had a scenario in mind, one of my players rolled up a down-on-his-luck Bushi character of very low-class origins.  When the Oriental Adventures Monthly Events table indicated that there was to be a Momentous Wedding . . . well, you gotta get Toshiro Mifune to that one somehow, don’t you?

By complete coincidence, this player had named his Bushi after one of the loyal vassal families of Niwa Hirotada, shugo-daimyo (military governor) of Miyama Province.  So I figured some comical fop had gotten the names confused and would deliver an wedding invitation for this dude.  And since, under the Oriental Adventure rules, he would constantly be smacking into serious negative reaction modifiers when hobnobbing among the aristocracy, hijinks would probably ensue.  And they did!

So, dig it:

  • NIWA Hirotada = military governor, head of Niwa family, more or less decent guy
  • IGI Tajima = civil governor, a sinecure position; mostly collects taxes and gives grief to the rival Niwa family
  • EBISAWA Ryu = head of the Ebisawa family, traditionally loyal retainers of the Igi clan . . . buuuuuut, Niwa Hirotada has offered his niece in marriage to
  • EBISAWA Saberu = son of Ryu; engaged to Niwa Hirotada’s niece; just had a heartbreaking affair with
  • WATANABE Minori = princess of the Watanabe clan which is traditionally loyal to Niwa.  Committed suicide when Saberu called off their elopement.

So what’s going on in political terms is that Niwa Hirotada is peeling off the Ebisawa family’s loyalty to the Igi clan. If anyone had known that Saberu was already having an affair with a girl of the Watanabe family (loyal to the Niwas) it might have accomplished the same result, but nobody knew, it all came to tragedy, and Saberu is kind of a mess.

Minori’s ghost comes back as a Con-Tinh, sort of an evil dryad demon of insanity, haunting the cherry-blossom Shrine of Taro the Poet, where Saberu will be married to Niwa’s niece.  She is supernaturally disappointed in Saberu, and plans to possess the spirit of his bride and have them commit a lover’s suicide.

Meanwhile, someone else has hired a clan of Spider-Man suited ninjas to kill young Saberu.  All signs would seemingly point to the civil governor Igi, who is mad that the Ebisawa clan is breaking up with him, but there are actually several other possibilities based on the political situation in Swords of the Daimyo.  I hadn’t really figured out who is responsible, except that blaming Igi was probably too obvious to be true.

It turns out that a second player arrived, created a Samurai loyal to the Niwas and a friend of the Watanabe clan, so that was handy for the purposes of exposition.

The adventure consisted of mostly improvised social encounters as the players gradually pieced the social and political puzzle together, and fended off various assassination attempts and supernatural events.

Major adversaries included the Con-Tinh ghost of Watanabe Minori, three unnamed 5th level Ninjas (a Ninja/Sohei priest with 10 first-level followers; a Ninja/Wu Jen who impersonated a member of the entourage and attempted to poison Saberu; and a Ninja/Bushi who was going to kill Saberu on his wedding night with a sword he’d stolen from the PC Bushi), a group of drunken Were-Bears who kept breaking into a village’s rice-warehouses looking for sake, sarcastic fop Igi Sanekata, and various other stock-character NPC’s.

what worked

The Yearly, Monthly, and Daily Events charts in Oriental Adventures are good stuff, well worth stealing.  For the last five years, my exposure to D&D has consisted very largely of dungeon-delving per the ethos of the OSR revisionist/purist movement.  The idea of running a D&D wedding scenario struck me as irresistibly ludicrous, and it was.

Swords of the Daimyo has a complicated political situation, but that’s actually pretty good in a court intrigue scenario.  The trick is to present that stuff in bite-sized pieces.  In this case, I took the description of Muroto Village from the gazetteer, figured the political situation there would easily tie into the Marriage Event, and bang, the political stuff fell into place immediately.

The rules for Psychic Duels were used, mainly because I wanted to force it in somehow.

Though this scenario was written up perfectly straight-faced–it’s a bummer, basically–the players brought their usual farce and a good time was had by all.  One player couldn’t stop boasting about his secret treasure caches, while the other was busily trying to pretend to be an aristocrat (or hide from people who recognized him).

Perhaps the highlight of the evening was the preposterous Korobokuru barbarian, Konando (originally inserted as a henchman for the Bushi PC), who didn’t speak Fake Japanese and nobody else spoke his dialect, so he mostly communicated in gibberish.  Some interesting facts about Konando emerged during play:

    • If his master is a sleep, Konando will wake him by tugging on the left big toe to signal supernatural danger, or the right big toe to signal ninjas
    • Konando is a skilled woodsman, passable dancer, and terrible cook
    • On formal occasions, Konando wears a big pile of furs, to the point where he looks like Captain Caveman
    • Though Konando cannot understand the content of a haiku, he can count meter very well; furthermore he finds blank verse intolerable
    • The word for “ninja” in the Korobokuru dialect is “Los Banditos Malvados!!

what did not work as well

I’m not great at improv.  If the players had said, “Screw this wedding, let’s just hang out in the city instead,” I did not have anything planned.

I was under an extremely tight time crunch, which is why I did virtually zero prep.  As a result, I defaulted to 2e Wizard spells for the Wu Jen ninja instead of using spells from Oriental Adventures, of which there are many and they are not obvious.  (Quick: what does “drowsy insects” do?  Answer: I thought it made guys like Mothra real tired, but it turns out creates a cloud of mosquitoes who put people to sleep.  Who knew?)  Anyway, even with “standard” spells this guy was a pretty devious assassin.

The Iaijutsu, or fast-draw, rules only give you a +1 bonus to surprising your enemy (on a 1d10 roll), which isn’t enough to be worth a proficiency slot.  (Maybe in OA surprise is done on a d6?  Still, lousy benefit.)

You really do need non-weapon proficiencies, or some way of adjudicating courtly nonsense, when your characters aren’t slogging through a dungeon all day.  The OA/2e proficiency system is kind of a kludge.

in summary

Swords of the Daimyo is quite worthwhile as a gazetteer, as I suspected.  Dungeons & Dragons can be hacked to do Fake Japan, and it was fun, but it’s not a particularly elegant fit.  On a player’s advice I’m reading through Bushido (only $18 for a print copy!) which seems interesting (if not for all the dang early 80’s derived scores nonsense).  Bushido apparently doesn’t come with a local setting (maybe I missed it); you could probably drop Swords of the Daimyo in there and get something quite worthwhile.

15
Mar
13

OA1: Swords of the Daimyo

In the other post, Sam Curry comments that OA1 is one hell of a module.  He’s right.  I confess I don’t read a lot of OSR blogs.  Maybe someone has talked about OA1: Swords of the Daimyo before and I missed it.  But I suspect that, like many classic D&D modules, you can’t praise it enough, and it certainly deserves to rank up there with The Keep on the Borderlands, Night’s Dark Terror, and The Vault of the Drow.  If you don’t know this one, you should.  It’s an extremely well done wilderness hex-crawl.  David “Zeb” Cook comes through in a major way here.
I’ve been meaning to blog about this thing for more than two years, but I really wanted to play/run it first, and that never quite got off the ground.  Still, better late than never.  Hopefully someone can use this thing with the class summary charts

the province book: hell yeah

Swords of the Daimyo comes in two parts: the Adventure Book, which is terrible, and the Province Book, which is amazingly good.  Briefly, we get a run down on the Miyama Province, a politically important region in Kozakura (“Fake Japan”).
The first twelve pages of the Province Book contain a sketch of Kozakuran politics, which is basically a four-way struggle for power between the Emperor, the Deputy Emperor, the Shogun, and the Deputy-Shogun.  The prominent families in the Miyama Province are aligned with these imperial factions, and they’re all scheming against each other for influence.  If only there were some ruffian adventurers to take care of dirty work with plausible deniability–or a group of noble heroes to sponsor in a way that brings glory to your house…
(These same twelve pages include some boring stuff about climate, trade resources, etc.)
It’s the last twenty pages, though, where the Province Book really kicks ass.  A gazetteer of the Miyama Province, the Province Book provides several adventure hooks, and provides a hex-by-hex view of the setting in large terms.  Here is a typical entry:

1124.  Stone-Icicle-World.  At the base of the mountains, hidden in the deep woods, is a narrow, rubble-clogged cave mouth.  This is the entrance to a vast series of caverns that underlie all of Miyama Province and more.  Although the exact location is unknown to the general population, there are a few hengeyokai and korobokuru who can guide one to the site.According to local legend, Stone-Icicle-World is the place where O-Miyama-no-Mikoto, a local deity, entered the Realms of the Dead to visit his mother.  The caverns are believed to extend for hundreds, perhaps thousands of miles beneath the earth, magically reaching even into other planes and dimensions.  It is also said that the caverns are filled with all manner of horrible creatures, although this is somewhat uncertain as few tell tales of this subterranean region.

As far as names go, “Stone-Icicle-World” kills “the Underdark.”

 

In broad strokes, Miyama Province has three major population centers.  Tamanokuni is the provincial capital, prosperous but beset by feuding yakuza gangs, samurai rivalries, and religious squabbles, while the noblemen plot to wheedle more money out of the shogunate which they can dispense to their underlings to buy loyalty.  Kuda, the former capital, is a large city across Kobawan Bay from the horrors of Kuroijo Castle, where the demon-master Aga wrought untold horrors more than eight centuries ago.  Okahira, to the north, is relatively isolated and has fallen under the control of a Shou Lung (“Fake Chinese”) wizard who is using a figurehead governor to hide an invasion force.
Lurking around are several bandit camps, a ninja village, your obligatory ruins and abandoned mine shafts, and wilderness monster lairs.  There are numerous shrines–including one where a blind saint is teaching fake-Buddhism to a gaggle of goblins.  The former shogun has gone into retirement at a heavily fortified monastery, though he still receives messages from court and continues to meddle in high politics.

 

Numerous villages exist, most plagued by problems which their (naturally) incompetent or corrupt mayor cannot or will not solve.  One of the cool things about the Province Book is that administering your lord’s villages, and making sure the mayors are doing their jobs properly, is an important responsibility for a mid-level samurai.  The idea seems to be that a campaign could be run as an itinerant 7th level Samurai & Friends, roaming around between the daimyo’s manors to make sure everything is cool, bumping into weird stuff on the road and hoping to winter at one of the more comfortable towns.

not everything is perfect

While I’ve said nice things about this product, the Adventure Book that comes with it is . . . well, it’s not good, but it’s 1986 TSR, so you probably shouldn’t expect too much.  It contains a trio of railroaded vignettes which lack all interest.  It does contain eight pre-generated 1st level characters, and maps of typical buildings.

The Province Book’s political situation is a little too complicated for my taste–and much of it happens off screen or by proxy through families in Miyama.  The wilderness encounters are often flavorful, but some could stand to have stronger hooks.  (That said, there are so many laughably corrupt, or slovenly, or undisciplined, or sacrilegious NPC’s that role-playing these doofuses would be a lot of fun, even if there’s no dungeon to loot.)

Also there is a town named Bingo.

how can this be an OSR blog without the occasional C&D letter?

So the problem with Swords of the Daimyo is that the versions available on the secondary market often don’t have the maps.  Let me fix that for you.  Wizards of the Coast, when you put this stuff up for sale again, I’ll gladly take down these scans which are offered solely to help those who have legitimately purchased this on the secondary market.Miyama Province NEMiyama Province, SouthwestMiyama Province SEMiyama Province, NorthwestMiyama Province NWMiyama Province, SouthwestMiyama Province SW

27
Feb
13

charlemagne in action

charlemagne1

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.

draft player map of Avignon area, 6 miles per hex

draft player map of Avignon area, 6 miles per hex (French people, point out what I got wrong!)

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…

what worked

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.




Past Adventures of the Mule

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