Showing posts with label Lawrence Schick. Show all posts
Showing posts with label Lawrence Schick. Show all posts

Tuesday, March 10, 2015

Gamer ADD: An Original Known World Campaign

Thanks to all of the interesting information made available about the Original Known World (OKW) through the diligence of James Mishler and the generosity of Lawrence Schick (see the links here), I have a serious case of Gamer ADD. Admittedly, I’ve never been a big fan of Mystara and I certainly have never run or been a player in the Known World; however, I really like the idea of starting with the raw material of the Known World prior to publication and running with it.

The problem with it is its size. The OKW is HUGE. In order to really do a thought experiment about the OKW any justice, I will need to choose one of the cultural analogs and focus on that. Of those listed by Schick, three really interest me: Thyatis (Ancient Greece/Rome), Corunglain (Byzantine) and Cezavy/Sclavak (Kievan Rus).

One of the main reasons for this is that of all the various deities that end up on Moldvay’s and Schick’s grand table of gods, nothing corresponds to either Byzantium or the Kievan Rus. This, of course, is due to the fact that both were explicitly Christian civilizations. What interests me about Thyatis is that the existence of a Byzantine culture suggests that Thyatis is the same culture.

The word “Byzantine” was coined in the 16th century by a Frenchman long after what we call the Byzantine Empire collapsed. In reality, the Empire that had Constantinople as its capital called itself the Roman Empire. In other words, it is incorrect to say that the Roman Empire fell in the fifth century A.D. Rome fell, but the Empire persisted in the East for another thousand years. Thus, if we were to use this historical pattern as a reference, what was the Thyatis Empire still exists in a diminished form in Corunglain. This suggests that the Thyatis Empire had adopted Christianity or a fantasy analog prior to its collapse.

The “Byzantines” were also responsible for the Christianization of the Rus and were responsible for providing bishops throughout the Kievan Rus period. When Constantinople fell, the Russians adopted the concept of the “Third Rome.” In the same way that the Roman Empire continued to exist sans Rome in Constantinople, the Russians sought to be the center and protector of (Orthodox) Christian civilization after Constantinople became Istanbul. Thus, Cezavy has taken up the mantle of “Empire” in an effort to aspire to be the next Thyatis.

Of the three, I am least inclined to expand upon Thyatis, simply because it played such a large part in what became Mystara. Corunglain certainly has the most intriguing geography. It is the closest of the three to the Tharks and has immediate neighbors in Akoros (Mughal India) and Karameikos. Cezavy, though, has a couple of things going for it that really interest me.

Firstly, it exists only in the OKW and not in Mystara (to my knowledge). Therefore, I don’t have any canon I need to worry about stepping all over. Secondly, the Kievan Rus period is really interesting. It is familiar enough for players to immerse themselves into the setting, but also alien enough to make things interesting. The one factor, however, that really attracts me to Cezavy is its proximity to the “marginally human” Quastogs. Schick explains that they have a difficult time reproducing and go far wand wide to raid other cultures abducting people. This is great fodder for background noise and adventures. It also gives me an excuse to put a new spin on the half-orc.

Therefore, my currently non-playing gamer mind will be keeping itself busy with bringing an OKW Cezavy campaign setting to life. I hope you enjoy.

Friday, March 6, 2015

Tharks!

I don’t know if you’ve noticed, but some really interesting info has recently been unearthed about the Known World which was originally published in Cook’s Expert Edition and which eventually became known as Mystara. Lawrence Schick (author of White Plume Mountain), who helped Moldvay create the Known World, has been kind enough to share with us a bunch of info about what the Known World looked like prior to publication. You can find the awesomeness here (with a big shout out to James Mishler):


One of the most fascinating things about this whole exercise is the inclusion of various non-human/demi-human races from literature not penned by J.R.R. Tolkien — Tharks and Kzinti, for example. The latter were meant to be a PC race and ended up in D&D as Rakasta and Tabaxi. The tharks, on the other hand, were just too strange and were always going to be a monster-type that attacked everybody. Well, as those who are familiar with my playing style, I like weird. Therefore, I am really interested in working on a campaign to take place within the Original Known World and for that I want to give players an opportunity to play a thark.


To that end, I need to start with Champions (of which I played 1st-3rd editions). I am a big fan of Champions because of the way it approaches the special effects of super-heroes. Rather than try to come up with rules to cover every type of ranged attack found in comic books, they reduced everything to mechanics. It was then the player’s job to describe these mechanics with special effects. For example, a 10d6 ranged attack could be ice, fire, laser, an elongated fist punch, chunks of rock, etc. If one takes the same approach with the demi-human classes found in the ACKS Players Companion, all kinds of goodness can be found there.

For example, here is how a basic dwarf is expressed mechanically in ACKS:

  • They require a minimum Con of 9
  • They cannot use TH swords or longbows
  • They cannot use arcane magic
  • They have a +1 to surprise rolls in a given situation (underground)
  • They speak four bonus languages
  • They can spot traps
  • They have bonuses to saving throws (+3 vs. Breath and +4 to everything else)
  • They are limited to a 13th level maximum

If one divorces these mechanics from the "special effect" of being a dwarf, it is possible to apply all of these mechanics to other non-human and demi-human races, thus allowing us to create PC classes for all kinds of races from whatever source material we want.

These mechanics, for example, could easily be used to describe tharks. The no TH swords and longbows could be explained as a cultural bias. Or, better yet, one could expand that limitation to all TH weapons, explaining that such a fighting style is inefficient with four arms. If you throw in the fact that wearing heavy armor also interferes with their fighting style, there are two available slots for bonuses to represent having four arms:

  • They can wear two shields, giving a total of +2 to AC.
  • They can use the two-weapon fighting style (which normally gives a +1 to hit) while wearing shields. This fighting style also gives them a +1 to damage.
  • For flavor, tharks could get a -1 reaction roll with all other races, but a +1 with other tharks.

Otherwise, they fight and save as fighters and can use any weapon that doesn’t require a TH fighting style.

Requirements: CON 9
Prime Requisite: STR
Hit Dice: 1d8
Damage Die: 1d8
Maximum Level: 13 
XP       Level
2500         2
5000         3
10000       4
20000       5
40000       6
800000     7
160000     8
270000     9
400000   10
530000   11
660000   12
790000   13

So, you want to play a thark in the Original Known World of B/X? There you go, compliments of the guys over at Autarch via the ACKS Players Companion.