Friday, July 28, 2017

A Rogue One Rant

Recently, Rogue One: A Star Wars Story appeared on Netflix. To be honest, after enduring Star Wars VII, I was not particularly interested in this movie despite all the rave reviews. Unfortunately, I couldn’t get to sleep the other day and decided to see if Disney’s take on what has already been covered in Star Wars: The Original Radio Drama was boring enough to put me to sleep. I made it to about the 40-minute mark.

Here is the thing: all of us already know this story. We all knew going into the movie that rebel agents would steal the Death Star plans and get killed delivering this vital information to Princess Leia. If this last bit came as a surprise, evidently the pitched battle at the beginning of A New Hope was not a big enough clue, or, as I mentioned above, you haven’t listened to the Radio Drama (and you really should).


Therefore, plot was not a tool the writers had when writing this script. There was no plot twist, turn or surprise that was going to change the outcome of this movie. The only real option in stories like these is character development. In the case of the story supposedly covered in Rogue One there are three basic characters:

  1. The Empire
  2. The Rebellion
  3. The Agent who gets killed

Thus, the job of the writer is to ask a couple of questions:

  • What motivates The Agent to be willing to die?
  • Is The Rebellion/The Empire worth dying for?

Answering these questions can make for a gripping story despite the fact that we know the plot. For example: The Patriot has a basic plot that we all know: the American Revolution. The movie, however, was not about the American Revolution. It was about how Mel Gibson’s character, Benjamin Martin, went from being a guilt-ridden combat veteran who wanted nothing to do with the war to becoming a Patriot.


As a post-Christian movie, Rogue One failed miserably on this front. While they did provide us with a bunch of cool characters, not one of them had any real depth and the movie never really bothered to give us an arc to understand why these people were willing to die for the Rebellion. Further, the portrayal of the other two main characters (The Rebellion and The Empire) was fraught through with relativism.

The Rebellion was portrayed as a fractured, schizophrenic movement that really didn’t know what it wanted to be, all the while doing whatever it took to survive including murdering its own and committing acts of terrorism. The assumption here is that simply taking on the mantel “The Rebellion” automatically makes these people the good guys; however, being rebels does not a good character make. For example, the Bolshevik Revolution executed around 1000 political prisoners a month into the early 1920s.

The Empire was portrayed as an entity that wanted to bring peace to the galaxy at all cost, up to and including the use of a super weapon; however, having and using a super weapon does not an evil character make. The U.S. is the only country to ever actually use a nuclear weapon in war. The U.S. did so to end WWII and it is arguable that not only did its use save lives, but that the cause for which they used that weapon is one of the greatest countries ever to exist (warts and all).

So, 40 minutes into the movie I didn’t understand why the Rebellion was so important to save because they were portrayed as not being much better than the Empire and I certainly didn’t understand why all these cool characters were so willing to run off and die to save it.

Back when Disney bought Star Wars from George Lucas I was hopeful that new life would be pumped into the franchise after the bitter disappointment of Episodes I-III. Unfortunately, Disney has proven once again why I trust Hollywood about as far as I can throw a bantha. All they have done is produce movies that make Episodes I-III look good in comparison. After all, no matter how badly they were done, at least George Lucas attempted to answer the question as to why Anakin Skywalker became Darth Vader.

Wednesday, July 19, 2017

Under Portown: Factions

It is an odd experience talking with these city dwellers. Whether they speak the truth or not, they always have another hidden goal when they speak to anyone. — The Journal of Sho Zo-ton from Afar
From the get go I need to provide some links, because when I do thought experiments like Under Portown I like to heavily lean on random tables. The tables that I used here were provided by one of my all-time favorite tomes produced in this Golden Age of RPGs, The Tome of Adventure Design published by Frog God Games as well as the excellent Holmes Ref 2.0 produced by Zenopus Archives.

Since the start of this whole thought experiment, I wanted my own version of the Homes Sample Dungeon to have factions vying for control of the Dungeon and the powerful magics that can be found therein. Rather than choose these factions, I decided to roll them up on the monster table in Holmes Ref 2.0 and came up with these:

  • Troglodytes
  • Ghouls
  • Wererats

In order to make sense of this, I decided to root these three factions in the implied ancient civilization/classical civilization/current civilization pre-history of Holmes Basic. In other words, one of these groups represents the degenerate remnants of the ancient civilization, one represents either an actual remnant or degenerate remnant of the classical civilization and the last is simply a threat that exists to the current civilization.

Given that there is a place on Cook’s map of the Known World called “Wereskalot” and it is in relative close proximity to where I place Portown in the Known World, it makes sense that the current threat could easily be represented by the Wererats.

I was actually thrilled that troglodytes came up, because I think they are one of those under-utilized monsters that can have a lot of interesting background noise around them. Normally, I’d be inclined to use them as a stand-in for ancients given their underground habitat, but in this case I am more inclined to use them as degenerates from the classical civilization due to the fact that Holmes seems to indicate that this civilization was one that rose up to free dragons, giants etc. from the ancients. As remnants of the classical civilization, they are exploring Under Portown to find ancient magics to help bring Portown to its knees.

To boot, Ghouls seem to be a great way to keep the ancient civilization ticking over time given that undeath can be seen as a way of cheating death. This could be especially creepy if ghouls are understood to be intelligent rather than the best D&D representation of the modern zombie as depicted in a George Romero film (may he rest in peace). Given that ghasts do not appear in either Holmes or Cook, I will give myself the creative freedom to bestow that ghastly intelligence upon these ghouls.

Having assigned these roles to the inhabitants of Under Portown, I now need to define some factions within the City itself. The major ones are represented by the following personalities:

  • Lord Fenclaro the Quiet: the current resident of the Lord’s Mense and de facto leader of Portown. He is not seen much in public. Most of his dealings are behind closed doors and there is a rumor that much of his time is used researching some strange magical artifact left to him by his grandfather.
  • Drenaboten the Peculiar: this foppish merchant is actually an agent of the Black Eagle Barony. His primary role is to launder money through legitimate business ventures gained by the Barony’s illegitimate support of the slave trade, the Thieves’ Guild and various bandits and pirates.
  • Drebb the Daring: this merchant is better known for his gambling habits and his penchant for insuring some of the more reckless ventures of ship captains going north (which somehow succeed more often than not). He is actually an agent of the Grand Duchy. While he uses his gambling habits as a cover to root out information on the Barony’s unsavory activities, he has no qualms about starting rumors himself to further tarnish the reputation of the Baron.
  • Haque the Foul: this shadowy persona is more of a title than a person. It is given to the current leader of the Thieves’ Guild. Recently, that position has been taken over by a wererat with the goal of furthering the reputation of Wereskalot as a major power player in the region. He is also coordinating with the wererats currently exploring/controlling Under Portown.
  • Endbruteth the Collector: as the head of the University of Portown, he is considered too young to be the curmudgeon he appears to be. The moniker “the Collector” is an inside joke with more than one meaning. He does collect oddities that are oft considered junk by others and he has enough charisma to recruit some of the best mages and scholars from around the world. The real reason for moniker, however, is that he has led the Wizard’s Guild on a secret purge that hunts down and kills anyone or any group that gets too interested in discovering the secrets of Under Portown.
  • Tengahn the Mutable: this gaunt but otherwise nondescript merchant is prone to support whichever faction will pay him the most. In truth, he is a ghoul who seeks simply to wreck as much havoc and chaos upon the living that he can, all the while hunting for the weak and vulnerable to have for dinner (literally) with his fellow ghouls.

Finally, there is a heavy reliance in Portown upon mercenaries for personal protection, the protection of goods coming in and out of the city as well as for the defense of the city itself. Some of the more prominent of these companies are:

  • The Imperial Lions (employed by Lord Fenclaro)
  • The Nameless (thought to be employed by the Wizard’s Guild)
  • The Crimson Legion (known to work with Drebb the Daring)
  • The Sovnya Riders
  • The Ulfberht Blades
  • The Pernach Breakers

Monday, July 17, 2017

Meditating on Firearms in D&D

So, following up on my recent thoughts about firearms, here are some simple concepts that could accompany the idea that the main defense against firearms is not armor but saving throws.

All firearms have three ranges:

  • Short: full damage, save for half-damage
  • Medium: full damage, save for no damage
  • Long: half-damage, save for no damage

Cover (and the Referee gets to decide what is Cover and what is not) makes all ranges into Long Range.

Therefore, there are two main ways to modify how aspects of a gun function: adjust the Range or adjust Cover. This allows a huge variety of mechanical ways to express various “tech-levels,” barrel lengths, calibers, accessaries, etc. For example:

  • Shortening or lengthening ranges is an easy way to express the relative effectiveness of a gun. A muzzle-loader would have a much smaller range increments than a 21st century sniper rifle.
  • Different saving throws (if one uses the saving throws from B/X, LL etc. instead of the “one-size fits all” approach of S&W) can be assigned to different calibers. For example: "Poison or Death" could be used for the smaller end (.32 or 9mm) and "Breath Attacks" could be used for the higher end (.50 cal) and/or shot guns.
  • Armor Piercing rounds could reduce Cover to Medium Range
  • Scopes could reduce ranges to Short and Medium (Medium = Short, Long = Medium)
  • Sci-fi weapons like plasma guns could only have a Short Range (however long the Referee wanted the range of a plasma gun to be).
  • etc.

Let the world building commence!

Saturday, July 15, 2017

Saintly Saturday: St. Vladimir, Equal-to-the-Apostles of Kiev

Today is the Feast of St. Vladimir of Kiev who is given the moniker Equal-to-the-Apostles, which is given to those saints that aren’t normally seen as apostles (such as monarchs and women), but whose life declared the Gospel of Christ in such a way that led many to baptism. In the case of St. Vladimir, the Rus followed their monarch to Christianity.

Born Volodimir and a pagan, St. Vladimir was not unfamiliar with Christianity as the grandson of St. Olga. Nevertheless, there are many histories of how brutal Volodimir was. For nine years he reigned in Kiev before he got involved in a civil war within the Byzantine Empire. He came out of that experience as a baptized Christian, with a marriage to the Emperor’s Daughter Anna and with the title Tsar (meaning Caesar).

Nonetheless, he diligently spread the Christian faith and ordered idols (which he had made of the pagan gods he once worshipped) scourged, dragged through the city and thrown into the Dnieper River. The history of the Russian people as Orthodox Christians in many ways begins with St. Vladimir. He died from illness in A.D. 1015.


One of the primary gods that Volodimir famously made an idol of silver and gold for (one which he shortly thereafter destroyed) depicted what could crudely be described as the Slavic version of Thor — Perun. As the highest god in the Slavic pantheon, Perun was understood to be the god of thunder and lightening. Unlike Thor, however, he did not have a slavic version of Mjolnir. Rather, he had a bow with which he shot “thunderbolt stones” which could be found buried in the earth. Weapons and devices made of these thunderbolt stones were believed to provide protection from various calamities such as bad luck, evil magic, disease and (of course) lightening.

Accepting the premise that Perun was, in fact, just an idol made by human beings to explain natural phenomena, these “thunderbolt stones” must have a different origin. Indeed, according to modern science, they are fulgurites and belemnites. In context of a FRPG, this opens up the door to some good old fashioned science fiction/fantasy mash-up world-building. In ancient times, for example, there could have been a massive war between aliens and what are popularly known as “the ancients.” Artifacts from this era litter the land. One could even tie in the existence of magic to this event: thunderbolt stones are the source of all arcane magic in the world.

This, of course, leads to the possibility of introducing things like “Thunderbolt Guns” into the game. As I have mused in the past, D&D doesn’t do firearms very well. This is because its combat premise (better armor makes you harder “to hit”) does not reflect what happened historically once firearms are introduced. The logic of D&D would assume that plate mail would still be a viable option for soldiers on the battlefield because they wouldn’t get hit as often with bullets as someone who was simply wearing combat fatigues.

I have yet to see any house rule that allows for guns that completely satisfies me. I did play test the Leather = DR1, Chain = DR2 and Plate = DR3 where guns get to ignore the DR. It just didn’t flow like I hoped it would. The implied tactical choice wasn’t as interesting as I hoped and in the end the extra mechanic just slowed things down enough that I am not really interested in playing with that house rule any more.

Thus, I am still interested to see if there is a simple system that can help introduce guns into D&D that can easily emulate the tactical realities of the 18th century when armor had mostly disappeared from the battlefield because firearms happened.

The idea of Thunderbolt Stones being the source of arcane magic in a FRPG world, the old musings of Aos at The Metal Earth as well as my recent delving into the world of Swords & Wizardry Light got me thinking on a completely different tangent: why not treat firearms like fireballs?

Armor in all its forms is ineffectual against guns. Thus, on average, someone using a gun only needs to hit an AC 9 to hit your average guy clad in plate mail; however, just like when that same plate mail-clad guy gets hit with a fireball or dragon’s breath or a charm person spell, he gets a saving throw. Depending upon the type, range and caliber of the weapon this save could be for half-damage or no damage at all. For example, due to the inaccuracy of muzzle-loaded firearms, anything beyond point blank range might be a save for no damage, but anything close-up would at least do half.

I think this ticks all the boxes for me: it doesn’t radically mess with the D&D combat system, it uses extant mechanics everyone is familiar with, it doesn’t over power guns and yet emulates why on a field full of guns no one bothers to wear any armor.

Tuesday, July 11, 2017

Under Portown: Placing Urban Main Features

After seeing the sheer variety of creature and costume that crawl through this stinking labyrinth of a city, I am beginning to put credence to the rumors that those I seek can be found here.
— The Journal of Sho Zo-ton from Afar
After mapping out the general layout of Portown, it is now time to start placing the Main Features of each hex. What I really like about this approach is that it can accommodate both concrete and abstract ideas. For example, take a look at the Main Features of hexes 1 and 2:

The Port

  1. Port Master (3 in 6)
  2. Northbound Ship (3 in 6)*
  3. Southbound Ship (2 in 6)*
  4. Guard Towers (2 in 6)‡
  5. Smuggler’s Alley (1 in 6)
  6. Lost
* 2 in 6 chance that the ship has a non-human crew; roll a d6: 1-3 = elf, 4-5 = dwarf, 6 = humanoid
‡ Roll a d6; 1-3 = West Tower, 4-6 = East Tower

Olde Town

  1. The Insurance House (3 in 6) — a meeting place where merchants can buy insurance on their shipments north in case of loss due to pirates, monsters or natural disaster.
  2. The Inklings Club & Collectibles (3 in 6) — a high-end gentlemen’s club where culture from around the world is discussed and experienced. Membership requires a donation of a rare and valuable object that then becomes part of the club’s collection.
  3. The Bathhouse (2 in 6) — a remnant from when the Classical Civilization dominated the area. It is a spa with both salt and fresh water baths and servants that are paid not only for their massages, but for their silence. Many a political, business and criminal agreement is rumored to have been brokered within its walls.
  4. The Ancient Corner Stone (2 in 6) — this strange stone is covered in runes from a long lost language, believed to have been used by the ancients. Scholars agree that it simply states the founding of a small colony. Rumors speak of something far more sinister.
  5. Nor’Ar the Alchemist (1 in 6) — Nor’Ar is a famed alchemist capable of creating rare and wondrous potions; however, he is very exclusive and expensive.
  6. Lost

As is plain, exploring the Port is a far more abstract and dynamic experience than exploring Olde Town. This, of course, is accomplished by placing abstract Main Features in The Port hex and very concrete Main Features in the Olde Town hex. Thus, not only does each area have its own unique feel, but the character of the entire city begins to take shape.

Note how easy this all is: I merely need a small Random Table with five entries with the sixth option of “Lost” to get to a roll of d6.

Monday, July 10, 2017

Under Portown: A Map of Portown

When looking at the description of Portown as presented in Holmes, there are only a couple of features that are explicitly known:

  • The ruins of the Tower of Zenopus are west of town sitting on top of a hill overlooking some sea cliffs and next to a graveyard.
  • Other Magic-users have moved to town.
  • Portown is a small city, but busy being a hub where caravans deliver goods to ships that venture into hostile, pirate-infested waters to the north.
  • Portown is cosmopolitan with both human and non-human inhabitants from all over the world.
  • The Green Dragon Inn is popular enough that adventurers gather there to organize expeditions.

In trying to take this information and turn it into a usable map, I have found that the urban hex-crawl style of map has several really nice features.

  • Placing specific details, like the tower ruins and the Green Dragon Inn are a breeze because those are abstracted into an existing hex with the proper theme. I need only make sure that the “Necropolis” hex (where the Sample Dungeon will be found) is on the west end of town and nest to the sea.
  • Less specific details, such as magic-users moving to the area are also a breeze to incorporate. I just need a hex that is appropriately scholarly, such as a “University District” hex.
  • Larger concepts, such as the trade route, are also easy to portray with hexes that have to do with such trade such as “Port” and “Bazaar.”
  • Lastly, if one wants to either enlarge or further detail a city later on, it is as easy as adding a few more hexes. For example, here is what could be termed a “Small but busy City:”

I know the numbering is off, it will make sense below

Hexes include: Port, Olde Town, Bazaar,Burgher’s District, Palace District,University District, Necropolis, The Ancient City, Inn Way, Tent City and Tavern Row.

I, however, want even more city to explore and I also want more potential for political intrigue. Therefore, I decided to add the following:


Hexes include: Monastery District, Barracks Row, Guildhalls and Business District

I then remembered I didn’t have slums or place where a Thieves’ Guild might find home so I added some more:


Hexes include: Lower Guildhalls, Upper Slums, Thieves’ Quarter and Lower Slums.

Here is the final key for the map:
  1. Port
  2. Olde Town
  3. Bazaar
  4. Burgher’s District
  5. Palace District
  6. University District
  7. Necropolis
  8. The Ancient City
  9. Inn Way
  10. Monastery District
  11. Barracks Row
  12. Upper Guildhalls (so called because of its relative elevation)
  13. Business District
  14. Tent City (so called because this is where caravans make camp while transferring their goods)
  15. Tavern Row
  16. Lower Guildhalls (so called because of its relative elevation and the fact that its takes are not as high class as the Upper Guildhalls)
  17. Upper Slums (so called because of its relative elevation and due to the influence of the monasteries)
  18. Thieves’ Quarter
  19. Lower Slums (so called because of its relative elevation and due to the influence of the Thieves' Guild).

Overall, this method of city mapping/city building is really user friendly.

Please note: as I proceed with this particular project, I will be assuming that the larger picture within which Portown is placed will correspond with my earlier work of trying to piece together Holmes' Sample Dungeon and Cook's map of the Known World.

Saturday, July 8, 2017

Saintly Saturday: Prokopius the Great Martyr

Today is the Feast of St. Propokius the Great Martyr, the patron saint, as it were, of this blog. He was originally named Neanius and was from Jerusalem. Though his father was Christian, he was primarily raised by his pagan mother Theodosia because his father died when he was young. They were a prominent family in the Roman Empire. After receiving an excellent education, he was personally introduced to the Emperor Diocletian. He quickly rose through the government ranks when in A.D. 303 Diocletian began his great persecution against the Christians. Neanius was sent to Alexandria as a proconsul to rid the city of Christians.

On his way, Neanius encountered the risen Christ in a vision similar to that of Paul where both men were confronted with the question, “Why do you persecute me?” Like Paul before him, Neanius turned away from the role of persecutor to that of preacher. His mother eventually turned him in and he was sent in chains to Caesaria in Palestine.

There he was tortured and was repeatedly visited by Christ who gave him the name Prokopius. He thus was able to stand up to all the tortures the pagans threw at him, steadfastly proclaiming his faith in Christ. Finally, frustrated at the immovability of Prokopius’ faith, the governor ordered that he be given the citizen’s death of decapitation (thus admitting that the crime the Christians were accused of —treason — was a lie). Inspired by the firmness of that saint’s faith several of the Roman guards responsible for guarding the saint while he was held in prison, including the tribunes Nikostrates and Antiochus, several women of the court as well as his own mother all proclaimed their faith in Christ and followed Prokopius in martyrdom. They, too, are commemorated on this day.


I first met Prokopius on Mt.Athos. I had injured my foot and was waiting to see if there were any monks or facilities at the monastery I was staying that might determine if I had broken a bone or done something as severe. I was attracted to a particular icon of a soldier saint and spent virtually the whole time waiting gazing upon this saint wondering who he was.

After being attended to (in what looked like to me a state-of the-art facility by a doctor become monk from Mexico City) I was given some medication and sent on my way. I eventually visited six monasteries on the mountain and every time I went to church (every morning and evening) I found myself in front of an icon of this same saint, regardless of which monastery I happened to be staying. I eventually inquired and found out this saint was, in fact, Prokopius the Great Martyr. He has (obviously) been watching over me ever since.

I chose the name “Blood of Prokopius” for this blog because it sounded properly Swords & Sorcery-esque but also because I hoped that I could stand as a witness through my musings. Back in December of 2008 I wrote these words:
D&D is not by nature evil. In my life, it has been a great blessing. I allowed it to point me towards God. Through D&D Christ came into my life, and that has been huge. Whether or not something is good or evil depends on how we use it.

Thus we come to the reason for this blog. I fully realize that when the words "Dungeons and Dragons" are mentioned, a lot of Christians cringe. I also know that the same is true of many RPGers who hear the word "Christianity." I hope to stand firmly with one foot in the world of D&D and another in the world of my faith and thus reduce the number of cringes in both worlds. I still love D&D. I still love the culture, the people, the game. And I am a Christian. So, I will muse on how Christianity informs my view of D&D, how I play it and how the two can affect each other in a positive way. Enjoy.
I daresay things have changed for the better since then. In the last 8+ years there have been a number of civil discussions about Christianity and its role in RPGs. No longer does the mere mention of Christianity automatically generate a cringe from the RPG world. In fact, I have a sense that a number of folks out there have come to realize that Christ can in fact speak to the the way they play the game and to the worlds that they build.

Credit must be given to Christ Himself for much of this, through the intercessions of St. Prokopius, but I would be disingenuous if I did not credit all those gamers out there who have read this blog and told other people to read this blog. There are a bunch of people out there in this corner of the internet who were able to look beyond their own prejudices to see that these games we love to play bind us together in ways that reach beyond those prejudices, beyond the borders and walls we build around ourselves. For that I must thank each and every one of you and am proud to be a part of this little corner of the internet that continues to defy the convention that people from different backgrounds and different beliefs cannot understand each other.

Thursday, July 6, 2017

Under Portown: The Beginnings of a City Hexcrawl

I really cannot understand these city folk. Why would anyone want to live in this filth infested maze where you cannot see the horizon?
— The Journal of Sho Zo-ton from Afar
I used to live in Boston. I did not like it. Unless you live within spitting distance of the T (which I did not) Boston is an inhospitable maze of one-way former cow paths that can get you turned around faster than you can say “Red Sox.” Whenever you get directions to someplace, you have to make sure you get directions to get back as well, because these two trips are normally very different animals. Thus, when I found this post by WQRobb on Hexcrawling a City over at Graphs, Paper, and Games I grokked it immediately.

In Boston, navigation involves knowing landmarks and how those landmarks are connected. Thus, a trip to the school might be understood as “grocery store-church-school.” Very rarely did street names ever become relevant. Indeed street names are a false friend in the Boston area because there might be several streets by the same name in different parts of the city (which got me really lost once after which I never made the same mistake again).

The idea to make a FRPG city map abstract is nothing new (see Vornheim); however, none of them made me immediately think of my years in Boston the way WQRobb did. Navigating a hex crawl city evokes the navigation-by-landmark survival strategy I had to live by in Boston. It also opens up the possibility for getting lost or discovering things that you weren’t even looking for (like the time I was walking around Prague looking for a restaurant and spent the next several hours at the Jewish Cemetery instead).

Thus, I plan on mapping out Portown in the hex crawl style suggested by WQRobb. Thus, each hex in the city will have a theme. For example: The Monastery District. There will be several main features within each hex that can be looked for and found:

  1. The Cathedral of St. Garbee (3 in 6)
  2. Quasgadontee Monastery (3 in 6)
  3. Skete of Seefeg the Searcher (2 in 6)
  4. Catacombs of St. Ree’U (2 in 6)
  5. Amit the Hut Dweller (1 in 6)
  6. Lost

Thus, if one is simply exploring a hex, roll a d6 and find the result. A roll of ‘6’ gets you lost. This can mean either wasted time inside the hex (and more opportunities for random encounter) or ending up in an entirely different hex. This can be determined at the whim of the Referee.

If one is looking for a specific location (like the Cathedral) there is a given success rate for actually finding it. A failed roll results in getting lost with the same results as above. At the discretion of the Referee, chances to find a particular location can be increased with multiple visits (demonstrating a better knowledge of the layout of the city); however, there can never be better than a 5 in 6 chance of success (one can always get lost).

To pass through a hex requires a roll of a d6. A roll of 5 or 6 results in getting lost.

Every time a die roll is required inside a hex to find a Main Feature, to explore or to pass through the Referee gets to make a roll for a Random Encounter. The chances on having a Random Encounter are up to the whim of the Referee.

A Random Encounter Table in the Monastery District might look like this:

  1. Roll on Main Features Table (you’ve accidentally found a location, but a ‘6’ still means getting lost).
  2. A Religious Procession
  3. Monk(s)
  4. Pilgrims
  5. Temple Guard
  6. Monster (TBD)

Add a +1 to the roll when exploring at night. The “Monster (TBD)” is an opportunity to take whatever faction is currently dominant Under Portown and bring them to the surface whether on some nefarious errand or to track down and take revenge on the PCs is up to the Referee.

While this might look like a lot of work, I think it actually will end up being less work than trying to draw out an actual city map and placing all these features on that map. I also believe it will make urban adventuring a lot more evocative and interesting than a traditional street map.

Wednesday, July 5, 2017

Under Portown: An Introduction

I have spent some time with the local scholars, who all seem to agree that Portown was built over some kind of settlement originally built by what they call “the ancients.” There is, however, some disagreement as to how significant the settlement actually was. Most dismiss the idea that such an isolated area would be anything other than a minor colony.

I was able to barter some more information from a man called Garudon. The other scholars like to refer to him as “the Younger,” possibly due to the existence of an older man of the same name; however, I have noticed that the hairy nature of the locals seems to increase with age and Garudon the Younger seems as able to grow a beard as I am. He seemed rather interested in stories from my homeland, and I was able to get out of him information about a pair of scholars that seem to have fallen out of favor.

Evidently, there is one scholar, simply known as “the Albino” that insists than there are texts that suggest Portown was far more than just an ancient colony. This theory has no physical evidence, however, and, as “the Albino” shuns daylight and the outdoors, there doesn’t seem to be any interest in finding any physical evidence to corroborate that theory.

I could also sense that there was more to this that simply a lack of evidence. When I pushed, Garudon seemed almost afraid. Finally, when he made sure that there could be no possible eavesdropper, he mentioned someone he called Bereth the Mad. One of the reasons “the Albino” cannot drum up any support for his theories is that one of the texts was written by the Bereth before he went mad. So, it seems that it is not just that physical evidence cannot be found, it is that there are those that do not want it found.

The Journal of Sho Zo-ton from Afar

Monday, July 3, 2017

Captain America: Civil War is a Christian Movie!?

Please note: I have been meaning to write this post for awhile but never seem to get around to it, but JB’s comment to my meditations on Dune has finally got the ball rolling.

Let me be brutally honest: I have never really liked Marvel in any of its incarnations. Back when I collected comic books, most of the titles I bought came from the independent scene or were from some of the more experimental titles from DC (e.g. their Vertigo line). I enjoy the genre and the fact that we now have the ability to put these characters on film in all their glory, but the MCU has never been something that I ever got excited about. I have enjoyed watching the odd MCU film, but the only one that I had seen more than once was the first Iron Man movie and that was because it allowed me the rare opportunity to watch a movie with my wife, not because I went out of my way to see it again.

Therefore, when Captain America: Civil War came out, I was wholly uninterested. When people began to impose upon it a political message of Libertarianism (embodied by Cap) vs. Authoritarianism (embodied by Iron Man) I was even less interested. Not only do I find that politics in movies get too preachy and harm the artistry of the film, but I believed they had got the politics all wrong. Iron Man should have been the libertarian, having stood up to the government in Iron Man 2 to defend his property rights. Cap should have been more amenable to authoritarianism because the government he fought for not only had authoritarian leanings (FDR was all about government control) but was the very source of his power. If you disagree with my assessment of FDR, compare his policies to those of Hitler (minus all the racist/superior race crap) and you will find a shocking amount of similarity.

Thus, I didn’t see the movie for a long time. When I finally did, I realized just how wrong I was about the movie. Not only is it really good, not only have I watched it multiple times, not only is it not really about politics, but it is the most Christian movie to come out of Hollywood in a long time.

Let me explain:

This movie has three main characters:

  • Captain America who represents Christianity (remember his line from Avengers, “There is only one God, ma’am, and I am pretty sure He doesn’t dress like that.”)
  • Iron Man who represents the man of science who has successfully replaced God with man-made miracles and is in full control of his life and his environment.
  • Black Panther who represents the non-Western man for whom age-old tradition is still important.

In the first act of the movie, each man must face tragedy. Each reacts in a different way:

  • Iron Man is confronted by the fact that despite all his miraculous technology and all of his scientific genius, he is not in control. Out of desperation he tries to seize that control through government power.
  • Black Panther falls back on one of humankind’s most primal reactions to tragedy, one that we have turned to since the beginning of time: revenge.
  • Captain America insists on liberty and forgiveness. Thus, he insists that every human being is made according to the image and likeness of God and therefore has value. He is also willing to die to prove that point, even for those who are accused of heinous crimes.

As the movie progresses and lines are drawn and sides are taken, each of these men’s approaches to tragedy begins to play out:

  • Iron man begins to lose his freedom and his people begin to lose their value. Superheroes are treated as a faceless category of people rather than unique individuals.
  • Black Panther becomes more and more isolated and ends up fighting with everybody.
  • Captain America and those who choose his path become martyrs. Their sacrifices begin to affect those around them to the point where people begin to see that Cap may very well have a point.

In the end it is Captain America’s Christian approach that allows these men to not only move through and past tragedy, but become stronger for it.

  • Black Panther understands that his revenge will only beget more revenge in an unending cycle. As a result, he ends up saving the life of the man who killed his father.
  • Those that followed Captain America are freed from their imprisonment.
  • Despite being trapped in the dehumanizing government machine he created, Iron Man knows that Captain America will always be there for him, personifying Christ’s words to His disciples in Matthew 28:20, “and lo, I am with you always, to the close of the age.”

So, this really took me by surprise because I am not used to having such big blockbuster movies being so open to Christian themes and ideas. I was doubly shocked when those ideas prevailed. So, I invite you to watch Captain America: Civil War again and see it through the lens of Christ.

Saturday, July 1, 2017

Saintly Saturday: Sts. Comas and Damian the Unmercenary Healers

Today is the Feast of Sts. Cosmas and Damian the Unmercenary Healers. These brothers were from a pious family in Rome and were physicians by trade. They became renowned for miraculously healing people through prayer. The brothers told the sick, “It is not by our own power that we treat you, but by the power of Christ, the true God. Believe in Him and be healed.” They accepted no payment for their treatments and so earned the title “Unmercenary Healers.” They were martyred the year A.D. 284, under the Emperors Carinus and Numerian.


Interestingly, these are one of three pairs of Unmercenary Healers with these names celebrated in the Orthodox Church today. On November 1st we celebrate Cosmas and Damian from Asia Minor and on October 17 we celebrate Cosmas and Damian from Arabia. Some have speculated that not all of these saints had the names Cosmas and Damian in life, but became known as Cosmas and Damian because of the fame and piety associated with those names.

It is also reminiscent of the superhero trope of the mantle most explicitly expressed (in my mind) by the Phantom: the Ghost Who Walks. The whole mystique of the Phantom is that he never dies and this illusion is accomplished by the mantle being passed down from generation to generation.


Sts. Cosmas and Damian, however, suggest a different kind of mantle. Whereas superheroes like the Phantom defend a place and/or fight injustice as vigilantes, Cosmas and Damian largely ignored the powers that be and simply healed those in need. Of course, this resulted in many believing in Christ which was perceived as a threat to Roman rule.

In context of an FRPG, this suggests an interesting twist on the whole “my character got bit by a giant rat and needs a Cure Disease spell” experience. What if practicing divine magic were illegal or tightly controlled by the the powers that be or was otherwise restricted to the rich and powerful? In response there could be a mantle for various healers to pick up in order to protect their own identity and still be able to help those in need. Such a mantle could even eventually be picked up by a cleric PC.

For an example of a campaign style where such a mantle could exist, check out this.