Thursday, January 28, 2010

Deities & Demigods: A Christian Perspective

Here is a scenario that seems to happen quite often: James over at Grognardia writes something that makes me reconsider some aspect of our hobby and look at it again from a different perspective. He's done it again with his retrospective on Deities & Demigods. I despise this book, because of the damage it did to the game — the systemization of a pagan world-view, the power creep, the awkward cosmology, the narrowing and solidification of the nine alignment system, etc. However, the one thing that bothered me most when I first picked up the DDG and what apparently still bothers James — the quantification of everything — is the one thing about the DDG that I now truly do appreciate.

Whether intended or not, giving stats to all these pagan gods as if they were monsters expresses a fundamental truth about the pagan world-view. These gods are quantifiable because they are part of creation. Ancient creation stories repeat over and over again how all the various bits and pieces of the world are made from some part of the gods themselves. Creation always happens from some kind of pre-existant matter — everything is quantifiable.

When St. Athanasius the Great expressed Christian dogma in On the Incarnation at the beginning of the fourth century:

(the universe) was not made from pre-existant matter, but out of nothing and out of non-existance absolute and utter God brought it into being through the Word

he expressed an idea utterly alien to his audience — the pagan Greek mind.

Thus, the DDG, in its own way, reinforces this reality. It leaves alone the Judeo-Christian mythos, passively acknowledging that God cannot be quantified, while correctly reducing the pagan gods to a series of entries in what amounts to an elaborate version of the Monster Manual.

Monday, January 18, 2010

Lost Colonies Session 10

This session saw the party return to the site of their battle with the masked necromancer to find that the tower was now throbbing like a heart beat and that each beat revealed red, glowing runes that seemed to emanate from inside the rock itself. They followed these runes deep into the bowels of the tower where they found a machine powered by a river of blood and a water wheel made of some strange kind of black stone. Assuming that this machine was evil in intent and origin, they set about trying to sabotage it by jamming the golden mask of the necromancer into the gears of the machine, bringing it to a grinding halt and beginning a desperate battle as those who were using the machine began to investigate why it had stopped working.

It is at this point that I have to give a bunch of kudos to Matt Finch. I populated this dungeon with several of his creations from Monsters of Myth and the results have been spectacular. One design cue that I plan to steal whole-heartedly is giving seemingly innocuous creatures powers that change the way the battle field functions, and then adding a layer of strategy to the dungeon denizens who are able to take advantage of these changes.

For example, one of my new all-time favorite vermin looks for all intents and purposes to be a giant cockroach; however, it is really a denizen of the elemental plane of earth and has a defensive ability to turn rock to mud in a 50' radius. Here's the kicker: when the thing dies, all that mud immediately turns back to stone. Thus, the creatures can be abused by dungeon dwellers to set a battlefield trap for unwary adventurers — when the characters find themselves bogged down in mud, kill the bugs with some well-aimed missile fire and the characters are suddenly immobilized and target practice can ensue.

This scenario is what happened in the middle of the running battle after the sabotage, with the dwarf being the sole party member not stuck in the floor desperately trying to defend his comrades from goblins attacking from several flanks. Beautiful stuff — when the party pulled themselves out of the fire with some well timed spells and those trusty old iron spikes, they knew they earned victory. Or should I say survival? We had a very entertaining evening because Mr. Finch inspired me with an ingenious monster design.

The party did manage to capture a goblin and garner some information from him. He claimed that the machine opened a gate that would allow his people to wipe clean the surface world. When pressed, he bragged that machines like it dotted the landscape. All the characters were also haunted by a dream of a strange altar consisting of what could only be described as flailing tentacles barely conceivable by the human mind. The altar was situated on the top of a tower, surrounded by a blue fog. Far below, the outline of an alien city could barely be seen. In the dream, Arkmed the Dwarf and Dn. Goram were entranced an inhuman melody. When they awoke, they were compelled to do everything in their power to destroy the gate.

Our session ended with preparations to re-enter the bowels of the tower to do just that.

Monday, January 11, 2010

On d6 Weapon Damage

This morning I followed a link from James at Grognardia to this very reasoned argument for all weapons doing d6 damage. Even though I use d6 damage for all weapons in my own game, I find myself disagreeing with this argument for much the same reasons.

Combat in OD&D is abstract. Thus, we as players are free to interpret various elements of the combat system as we choose. In other words, whether or not we use d6 damage, variable dice damage, weapon vs. AC tables, critical hits, ablative shields, or any number of combat rules is all aesthetics.

In my own experience I love universal d6 weapon damage and I hate it. So far, my love has outweighed my loathing. Having d6 damage has given my players the freedom to use weapons that they wouldn't otherwise use. The main party fighter uses a spiked club, which he is very attached to. Once variable weapon damage is introduced (especially as written in AD&D) fighters almost always go for swords — why settle for club at d4 damage when the long sword does d8? In practice, the universal d6 damage has resulted in creative play — since everything does d6 damage, advantage in combat comes from tactical choices outside of weapon choice. As a gamer, I've really enjoyed this creativity — aesthetics.

At the same time, I have noticed that it has reduced the number of cool shaped dice in actual game play. Over the course of a night, my players will only use d6s and d20s. Since one of the reasons I started gaming all those years ago was the ability to use all these cool shaped dice, I miss them in game play — aesthetics.

My group uses a house rule where shields are ablative and can absorb a hit by being destroyed. I have really enjoyed this in game play — it adds a level of tactical choice that increases tension in combat at the same time that it increases survivability. It is powerful enough, however, that there is little incentive to use two-handed weapons. They get used, but only in very specific tactical situations like bracing for a charge. I am not happy with this, but not enough to scrap d6 damage — aesthetics.

All of this demonstrates, I hope, that d6 weapon damage and variable weapon damage are both perfectly legitimate choices in play. I actually like both of them, for different reasons. The wonder of old-school style of play is that it gives us the room and freedom to play with both. It all comes down to what we find most entertaining to play with — aesthetics.

Friday, January 8, 2010

Meditations on the Thief Class

As a Christmas present, I got a sampling of old-school modules written and published by various sources around the OSR. To one degree or another, all of them are excellent and one of my favorites (The People of the Pit) has already been integrated into my current campaign. When I was reading them, however, I noticed something that bothered me. The modules written for those rulesets that included the thief class — 1ed, OSRIC and Labyrinth Lord, for example — had some encounters that virtually required a thief to get past them unscathed. It made me remember why I dislike the class, but allowed me to view it from a new perspective.

When the thief class is introduced, player freedom is limited. The mechanical assumption is that the thief is the only class that can accomplish the tasks described under thief skills. Thus, traps suddenly require a thief to bypass. Players who choose to play a different class are no longer able to find or disarm traps.

Let me illustrate why I hate this using a different class — the cleric. In an encounter with the undead, clerics have at their disposal the ability to Turn. This ability, however, does not prevent any of the other classes from doing damage to the undead or otherwise participating in the encounter. If we were to apply the mechanical assumptions of the thief class to the cleric class, only clerics would be able to engage the undead and do any harm to them. All other classes would be completely ineffective against them. Encounters with the undead would suddenly be rendered completely unfun, which is how I feel about traps when thieves are allowed in the game.

Thus, thief skills, skill systems, or any mechanic that prevents anyone without access to a particular skill or mechanic from solving or otherwise defeating an encounter is not fun to play with. From a design perspective, every encounter in the game ought to be doable, solvable or able to be defeated by everybody — but some classes will be better equipped to deal with certain situations than others. Therein is the fun of the game — choosing a path (a class and its particular ability-set) and trying to overcome all of the various challenges adventures throw at us.

Where does this leave me in regards to the Thief? I still don't like the class, in large part due to where it takes the game mechanically. I am no longer going to say 'no,' however. As long as I don't get lazy designing traps — making sure I know how they work — then I can use the Thief skills as one might use a saving throw. I'll make the player describe to me how they might go about finding and removing a trap (or whatever other skills they might use) just as I would any other player in the same situation. When they fail to describe to me a legitimate way to succeed, the player of the Thief would then (and only then) get to roll against his skill. This way everybody can survive an encounter with a trap, Thieves are just better equipped to do so.

Wednesday, December 30, 2009

Lost Colonies Session 9

This was a happy pre-Christmas session that saw all our wayward players able to make it to the table after some absence. For those that had set up activities for their characters while they were gone, I rewarded their efforts with small special abilities. Tykris had spent time in the church tending to the sick, so I granted him the ability to heal anybody 1 hp per day. In addition, should he be able to use an action the round immediately following a character's death, I gave him the ability to allow that character a chance to Save vs. Death to be stabilized unconscious at 1 hp. Arkmed the Dwarf had been apprenticing with the bronze workers at the Dwarven colony north of Headwaters. I gave him the ability to craft bronze. If he gathered enough bronze, he could craft anything he desired between sessions. At the beginning of each session, he gets to roll a die to see if the task is complete. Turgon the Magic User has been collecting scrolls and tomes for a library. Should he have a specific question about something the party does not know and is willing to put in the research time, he has a chance to find the answer in his library.

The beginning of the session had the veterans of the party doing trial and error with some of the magic items they had found in the hoard of the giant winged ape. This is an aspect of the game I truly enjoy. As utilitarian as an Identify spell might be, it isn't nearly as gratifying as figuring out what an item does by actually using it. Indeed, there are still abilities yet to be discovered with some of the items.

Once the magic items had been distributed and treasure divided and spent, Dn. Goram insisted that he had delayed replying to the summons of his bishop too long. There were murders taking place in the City (now dubbed Trisagia) that he had been asked to investigate. The party agreed to travel with him, though they left their henchman behind (and this will become important at a later date). They attached themselves to a caravan and arrived in Trisagia with very little incident ten days later (sometimes random encounters randomly turn up nothing whatsoever...)

Of interest to me, the players have taken a decidedly religious demeanor in their play. They tithed to the church in Headwaters, gave a couple of gifts to the cathedral when they arrived and also spent some time giving out alms to the beggars they encountered in the bazaar. We role played the encounter with Bishop Jova and everyone got into their roles and seemed to enjoy themselves. Jova informed them that the murders took place almost exclusively in the slums. He was having a difficult time convincing the upper class and the local guard to act. Thus, he called the party in hopes of finding out what was going on.

Jova was also keen on one of the objects that the party found in the treasure hoard of the giant winged ape — an icosahendron with strange writing and symbols. He insisted that it was a map to an ancient city once inhabited by a people ancient to those that the colonists encountered upon their arrival on the continent. He openly wondered if there was a connection between that city and those who wore the golden masks.

Turgon then set out to meet with his mentor at the Magic College and Hamlen set about trying to find information from some prostitutes. Turgon learned that the expert on the ancient peoples of the continent was not currently in the city and that no one had seen the king in public for over a month. Hamlen found himself a one armed, one legged prostitute who was willing to tell him what she had seen — some kind of ghoulish monster collecting bodies and taking them into the necropolis at the edge of the city. Hamlen then took pity on her, paid her far more than he had offered and promised to return and take her to Headwaters with him should she so desire.

The rest of the evening was spent exploring the necropolis where the party encountered both hostile and friendly undead. They learned that something untoward was happening in an abandoned castle in the necropolis. They subsequently fought their way to the highest tower where they found a mask wearing necromancer sacrificing the drained blood from several corpses for some unknown ritual. In a tense battle with copious uses of Hold Person, smoke bombs, mirror image and fire and oil as well as the appearance of a lot of zombies, the party defeated the necromancer.

Hamlen then dragged the body into the magic circle the necromancer was using in his ritual, and slit the corpse's throat. As blood hit the floor, the circle glowed red, the entire castle shook and a low groan emanated from the bowels of the tower. Having barely survived the encounter with the necromancer, the party decided retreat.

A Kernel of an Idea

The other day I was reading a prayer which listed a number of things that God has done for us throughout the history of salvation. One of these mentioned was that He shattered the gates of brass. This brought to mind a hymn the Orthodox Church sings during the Vespers of Pascha (Easter):

Today, Hades groaning cries out, “It would have been better for me if I had not received the One born of Mary, for He came upon me and destroyed my power. He shattered the gates of brass and the souls which I held captive of old He resurrected as God.” Glory, O Lord, to Your Cross and Your Resurrection!

This image comes from Psalm 107:16, "For He crushed the gates of brass and shattered the bars of iron.” Read in context, from the perspective of of Christ (justified by verse 20, "He sent His Word and healed them, and delivered them from corruption"), it portrays the lost souls from the beginning of time shackled in Hades freed from their bonds by the crucified Christ.

This got me thinking, since my mind has been on world-building of late, about how to translate this image into a fantasy RPG setting. My initial thoughts would make it an urban campaign, because the image of the shattered gates requires some kind of limited space. The city could be called by several names (all derivatives of Hades or Hell): Adys, Adoon, Uffern, Kolasy. The city lies on a plain in the Land of Nod, where demons freely roam.

Many years ago, a dead man, who was also the Living God was brought to the city and broke down the Brass Gate — the only way out of the city into the Land of Nod. Thousands, if not millions poured out of the gate and few have ever returned.

Those living in the city are lost souls who, out of fear, forgetfulness or coercion choose to remain. The city could contain all the classic urban fantasy tropes including a megadungeon beneath the city that promises vast amounts of wealth to those that dare to delve its depths.

Players would play characters that forget that they are dead and forget who they were and what they did. As they adventure, the Referee could leave clues about who these characters really are. Character death would be relative. Raise dead could be readily available for those willing to pay the price. The underlying goal of the game would be getting through the Gates of Brass. This quest could be accomplished via a classic sandbox campaign where the city itself is the campaign world, or for those willing to do the work, could be as complicated as remembering their real selves (most probably horrible people who have rejected God and his creation whole sale).

I don't know if I'd ever actually produce such a campaign world, but I enjoyed the kernel enough that I thought I'd share.

Monday, December 28, 2009

An Experimental Map



I am a big fan of celtic knots and was wondering how one might look and function as a dungeon map. This is designed to be a pair of identical sub-levels in any existing dungeon. The entire map radiates of magic.

1) Entrance. At the center of this circular room is a set of spiral stairs going up. All the doors are of the same smooth gray material, open whenever anyone approaches within 5 feet and close when when no one is within 5 feet.

2) These rooms are featureless. The doors are similar to Room 1 except that they do not automatically open. The 'T' at the center of the room indicates a trigger for a teleportation device that teleports everyone in the room to the corresponding room in the other identical sub-level.

3) These rooms function as Room 2; however on the wall without any doors are four levers. They are colored Green, Blue, Orange and Black. Currently they are all in the down position. Unless the Referee decides otherwise, they have no function.

Friday, December 25, 2009

Merry Christmas


But you O Bethlehem of Ephrathah, the least of the clans of Judah, from you will come for me a future ruler of Israel whose goings forth have been from old, from everlasting — Micah 5:1-2

O House of Ephratha, the city that is holy, the glory of the prophets, prepare your house, for therein the Virgin will give birth to God — Prosomia of Tone 2

Your nativity, O Christ our God, has caused the light of knowledge to rise upon the world. For therein the worshippers of the stars were by a star instructed to worship You, the very Sun of Righteousness, and to know You as Orient from on high. Glory to You, O Lord. — Apolytikion of Christmas

Thursday, December 24, 2009

Lost Colonies Session 8

There are two things that struck me about this session. The first had to do with maps. When exploring the ziggurat that seemed to be the source of raids against trade caravans headed to and from Headwater, the players took care to make a map and make notes of what they did not want to tangle with while only two players were available. This week, we had a fuller slate of players and a random roll produced an NPC magic user newly arrived with the first caravan seen in some time. The party hired him on and retained the services of the surviving mercenary they had with them last session.

The players then proceeded to take out the map and study it, planning their next assault based on what they had seen before. This delighted me, as this is an aspect of the old ways that (being a bit of a map geek) I truly adore. The party was well rewarded for their efforts — the tactics that they used as a result of their map worked brilliantly.

This leads me to my second observation. The party tackled a couple of monsters that they probably had no business trying to take down, and they succeeded because they used tactics and took advantage of terrain to great effect. Older versions of D&D allow for this — the system is mechanically wide open enough to allow players to be creative in combat situations. The Referee, in turn, is free to make ad hoc decisions on a case by case basis as to how much such creativity affects the situation. In other words, as a Referee I was free to reward the players for their planning, foresight, cunning and creativity. Please note: the creatures they attacked would have easily killed the entire party in a straight fight, and even with all that planning, forethought, cunning and creativity had it not been for a couple of lucky rolls, one or more characters would have died. Thus, the players came out knowing that they had truly succeeded on their own merit.

In my own experience, this is in contrast to combat in 3.5. The mechanics actually get in the way of the kind of creativity displayed by my players. When every aspect of combat is covered by a universal mechanic and a character is not a combat specialist, the mechanics themselves make creative play too risky to even try ("that sounds great, but the DC is still going to a 20"). I have even witnessed a combat where the mechanics actually made it impossible for the party to win. Understanding this, the DM allowed the party to succeed by fiat. This destroyed all sense of accomplishment and rendered the whole exercise meaningless.

The party defeated a pair of monstrous ape-like creatures with creative use of spells and coordinated attacks. The NPC magic user, Xerxes, proved to be extremely useful — his Charm Person and Light spells were used to great effect. He was also fun to role play — he comes off as an arrogant academic that plays well against the bravado of the party.

As an example of the creativity used by the party, they took the head of one of the ape-creatures and cast a Light spell on it. They then used it to intimidate a couple of groups of humanoids (I rewarded the party with morale checks, one of which proved critical).

This was the first time the party managed to find some significant treasure, including a couple of things that are magical. The party has not yet had the courage to try anything out, so we shall see what comes of that.

There are also a some new rumors that the party has come across. Dn. Guron has been in communication with his bishop. It seems that there is a single reference in an obscure scroll in the Church's archives to a lost city deep in the Giant Insect Jungle that is somehow connected to the mask the party found in session 4. There has also been a rash of murders in the city that has the bishop concerned. In addition, the party was able to confirm a rumor from the recent caravan arriving in Headwater — the orcs are no longer at the Monastery. The party noted tracks going into the Monastery, but none coming out.

Wednesday, December 23, 2009

World Building Part 9

Magic Items


You have given your sash to your flock, O Virgin most glorious, as a bond that is most secure, which carefully keeps us from all kinds of danger and which by divine power preserves us from defeat by adversaries — from the Aposticha for August 31


Within the tradition of the Church, there are plenty of things that can be translated into a fantasy RPG world as "magic" items. These can be broken down into three broad categories: sanctified items, holy objects and relics.

Sanctified Items


Several times during the year, various foodstuff is brought to the church to be blessed and sanctified. These include, but are not limited to: oil, grapes, bread, water, and cakes. In game terms, these items, when consumed, might heal a hit point or bestow a bless spell for a certain amount of time, etc. Most of these items would have limited availability, because the services that sanctify them occur only once or twice a year. Thus, a fantasy world could include a calendar with several feasts (the Orthodox Church has twelve major feasts besides Pascha, aka Easter). Foodstuff is usually blessed on or around several of these feasts. This could add an interesting dimension to any RPG world.

Holy Objects


Throughout the Orthodox world there are miracle working icons. For example, at the Iveron Monastery on Mt. Athos there is a icon of the Theotokos (the Virgin Mary) that was stabbed with a sword by a pirate. The sword hit the Theotokos in the chin and the icon began to bleed. The encrusted blood is still there today. Other icons are known to "weep" — myrrh flows from the eyes of the saint depicted. In addition, there are several objects, such as the sash worn by the Theotokos from the hymn above, that were worn or used by various saints.

In game terms, these could act as spell storing devices that can hold and then cast a number of divine spells a day. The myrrh from a weeping icon, when placed on a wound, might bestow a healing spell of some kind. The use of this myrrh could be limited to once per day or week per person. Other items, such as shoes or belts could act as variations on regular magic items — like boots of leaping or a ring of protection. This way, however, the item has a name and a backstory.

Relics


In churches around the world, bones and body parts of saints are kept within churches and places of pilgrimage. As macabre as this sounds, it has to do with Christian anthropology, which has a holistic understanding of the human person. The body is an integral part of who we are. A saint has been transfigured by God and therefore their body — their remains — have been imbued with holiness. One of the most dramatic examples of this can be seen in Thessoloniki with the body of St. Demetrios. His body continuously exudes myrrh. So, when you go to his reliquary, you are assaulted by this sweet perfume that smells better than anything in the world.

In game terms, these would be more along the lines of artifacts that would be able to do miraculous things; however, there should be a danger associated with using them — if used in a selfish or evil way, curses, bad luck, or extra attention from evil organizations or creatures should quickly follow. On top of that, there should be no end to beings that would want to try and steal or destroy such objects given the opportunity.

Communion


This is a difficult subject to tackle in a fantasy RPG, given the metaphysical, spiritual and practical ramifications of including it in a game. However, I wouldn't discourage a player who wanted to play a character for whom taking communion on a regular basis was part of their story. Personally, I like to reward that kind of effort in my players and this reward often takes the form of home-brew mechanics, XP rewards or special abilities.

In terms of communion, I would want to do something that encouraged players to make it a part of their characters' lives without it breaking the game. Personally, I allow characters who have gone to the trouble to taking communion to have one re-roll during a session. This gives players another expendable resource that can increase the tension of a session, be fun, and not overpower the game.

Friday, December 11, 2009

World Building Part 8

The Church


Historically, the Church has existed in one of two conditions — tolerance or persecution. I use the word tolerance because even in times when the Church is seemingly in power, its fundamental principles come into direct conflict with those who are primarily motivated by money and power. I can't begin to count the number of times bishops came into conflict with Christian kings and emperors. Even under the best of circumstances, bishops were exiled for standing on principle. Also take a look at 21st century America where a lot of people these days are offended by the words "Merry Christmas."

In a fantasy setting, therefore, one must make a decision as to which condition the Church is in and if in persecution, what kind. Prior to the Roman Empire becoming Christian, it was largely illegal to be a Christian. This situation usually played itself out by trying to force Christians to make sacrifices to images of the Emperor. Failing to do so was seen as treason. There were periods when Rome actively sought out Christians to put them to trial, and there were times when it passively did so. Those killed were called martyrs — witnesses. Christians would take and bury these martyrs and then hold services around their graves. This is the origin of churches being named after saints — when churches were allowed to be built, they built them around those places where martyrs were buried. Thus, that was the church of saint so-and-so who is buried underneath. To this day, Orthodox churches keep relics of saints inside their altars in memory of this practice.

Both the Chinese and Japanese persecuted the Church as a negative foreign influence. The revolutions in France and Russia persecuted the Church as part of the old order. Although Islam has seen Christians as "people of the book", it still persecutes Christians as infidels.

In terms of organization, the Church has four orders of ordination — the laity (yes, baptism is an ordination!), the deaconate, the priesthood and the episcopate. In terms of the clergy, bishops are administrators, priests are teachers and deacons are servants. For about the first millennia, one was ordained to a particular order for life. In modernity, one becomes a deacon, then a priest, then a bishop. In the ancient Church, all orders allowed married clergy — though one was not allowed to marry after ordination. In the Orthodox Church, this still holds true for Deacons and Priests, but all bishops must be celibate. In the Orthodox Church, women have never been ordained to either the priesthood or the episcopate; however, they were allowed to become deaconesses. This practice existed through the ninth century and has seen some movement towards restoration in the 20th (Greece has allowed them to be ordained for women's monasteries).

For the purposes of a fantasy RPG, the order of clergy best suited for adventuring is the Deacon. Bishops are tied to a city. Priests are tied to a parish. Deacons can be tied to a Bishop. Thus, a Deacon can be ordained by a bishop for the purpose of adventuring. Thus, the class has a built in patron which can be a source for adventures. This patron can be as meddlesome and demanding (or not) as a Referee wishes them to be.

Using this set-up, the Cleric class can come in three flavors, only one of which actually does any adventuring. This severs class level from church hierarchy. In other words, a 1st level Cleric who is a bishop would have authority over a 9th level Cleric who is a deacon. So, priests and bishops need not be any higher level than 1st to have the kind of respect and authority that their positions demand. Thus, it is possible to have a fantasy world where divine magic has very little broad impact. Spells like Raise Dead would be extremely rare, if accessible at all.

In terms of the end-game, a Deacon could still build a stronghold. In a church structure where they are ordained as a deacon for life, they would attract a priest to fulfill that role. Otherwise, they could be elevated to the priesthood or episcopate and take over. The former, however, is more representative of the historical church. Monasteries are led by abbots — which are not necessarily priests. Thus, a stronghold built by a deacon would see the deacon as the spiritual leader and any priest that comes to serve fulfilling that particular liturgical role.

For those that use such things, Domains can be explained by way of religious orders dedicated to a particular saint. The Domains would reflect the life of the saint and their path towards God. Thus, Domains like Chaos, Evil, Madness, Death, etc. need not be left out of a game. For example, St. Paul persecuted the Church prior to his conversion. Thus, a fantasy religious order dedicated to a saint akin to St. Paul might have as one of their Domains Evil or Death. St. Paul transformed his emnity towards the Church into evangelism across the Mediterranean world. Thus, clerics dedicated to his order would be expected to transform the Domain of Evil or Death in a similar way.

Wednesday, December 9, 2009

World Building Part 7

The God Man

That which was not assumed is not healed; but that which is united to God is saved — St. Gregory the Theologian (also known as Gregory of Nazianzus)

This beautifully succinct statement by St. Gregory sums up the dogmatic necessity for understanding Christ to be both God and Man. If He is not God, then we have no means to be healed. If He is not Man, then we have not been healed.

Thus, in a fantasy setting, the Christ figure must emulate perfect divinity and perfect humanity. This means that He cannot become a God either through His excellence or by God descending upon Him. This scenario does not assume the totality of human nature — it ignores conception, growth in the womb and childhood. Therefore, all of these things would be left out of Christ's salvific activity. All of our experience and existence must be assumed in order to save it. This includes death.

The Cross


Psalm 22, written some 300 years prior to the invention of crucifixion, describes in detail Christ on the cross. Christ tells His disciples multiple times that He must be turned over to the Gentiles to be killed. In iconography, the Nativity depicts the manger as a deep, dark cave; His bed as a tomb; and His swaddling clothes as a burial garment. In other words, the whole point of the Incarnation is the crucifixion — the Christ must die in order to destroy death.

In terms of a fantasy world, we must understand the metaphor of the cross:
The message of the cross is folly to those who are on the way to ruin, but for those of us on the road to salvation it is the power of God. — 1 Corinthians 1:18

Crucifixion is a heinous means of killing someone. It is designed to torture and kill slowly over several days. The amount of stress it puts on the body is extreme and it takes advantage of our own instinctual desire to survive in order to prolong agony. It was a death sentence reserved for the lowest of the low — outsiders and criminals. The Romans wouldn't dream of subjecting a Roman citizen to such a death because it was too horrible and too humiliating even for someone who betrayed the Empire.

God, in the person of Jesus Christ, was not only willing to subject Himself to such humiliation and horror, but transformed the instrument of death and torture into a symbol of everlasting life.

Thus, the cross need not be a cross in terms of a fantasy world. In fact, I would argue that we have lost the sense of divine irony that is the cross — we no longer see it as a device of extreme torture — and that using another device would actually more effectively communicate the true meaning of the cross. The holy symbol of those who follow the Christ is the instrument of torture used to kill the Christ. For example, in the Chronicles of Narnia, Aslan is shaved, tied down upon a rock and killed by a knife. The holy symbol could be any combination of these instruments — the knife, the rock, or the ropes.

Of course the ultimate purpose of the crucifixion is the resurrection, the ascension into heaven and the enthronement at the right hand of the Father. Our human nature, in the person of Jesus Christ, is participating in the divine nature of God right now.

In terms of a fantasy world, this is the mechanism by which divine magic works. Clerics join themselves to the Body of Christ — the Church — and through their ordination have direct access to the power of God. Divine magic is a metaphor for the miracles of God worked through the people of God. The pseudo-Christian overtones of Cleric spells in 0e represent this quite well. It is all made possible because the Christ died and then took our humanity with Him to sit in glory and the right hand of the Father — in our humanity, we have access to His divinity.

Thursday, December 3, 2009

World Building Part 6

The whole of the Old Testament is full of stories that are impossible to import into a fantasy setting — they are too specific to the geography and culture of what we call the Middle East. There are, however, metaphors and motifs that you can hint at in a fantasy setting.

The Law


Christ redeemed us from the curse of the Law by being cursed for our sake — Gal 3:13

St. Paul calls the Law a curse because its primary purpose to reveal to us our sin — our separation from God. No mere human being is capabe of fulfilling the Law, because we all sin. When compared to the Law, our lives are all a sinful mess. Even the greatest of us are cursed by the Law because they, too, sin. Thus, when we see ourselves and all of humanity from the perspective of the Law, it becomes very clear that we are incapable of saving ourselves — we need God, because only God can save.

In a fantasy setting, there can be any number of things that are constant reminders of the distance between fallen humanity and God. These coud be physical monuments that dot the landscape, they could be progressive mutations that are manifestations of sin, they could be monsters that are born of sins humans commit, etc. The underlying point is that sans God, humanity is cursed and that God has revealed this through the Law (or its fantasy analogy).

Prophesy


Therefore the Lord Himself eill give you a sign. Look, the virgin is with child and shall bear a son, and shall name him Emmanuel (God is With Us) — Isaiah 7:14

For the purposes of building a fantasy word, one only need to understand prophesy in terms of Christ. The OT actually tells us more about Christ than does the NT. Thus, prophesy can be hinted at with no real details (unless you feel so inclined) because they all predict Christ.

The Pre-Incarnate Christ


Then King Nabuchadnezzar was astonised and rose up quickly. He said to his counselors, "Was it not three men that we threw bound into the fire?" They answered the king, "True, O King." He replied, "But I see four men unbound, walking in the middle of the fire, and they ar not hurt; and the fourth has the appearnace of a god." — Daniel 3:24-25

There are several instances in the OT when a divine figure like that in Daniel 3:35, often call the Angel of the Lord, who the Fathers of the Church understand to be the Son of God before He became incarnate. In may cases, He prefigures the salvific action of the Incarnation, such as saving Shadrach, Meshach and Abednego from the fire.

In a fantasy setting, there can be a few flavor stories about the Angel of the Lord — the pre-Incarnate Christ — making dramatic appearances to save people who are faithful to God prior to the Incarnation.

Types of Christ


Whenever Moses held up his hand, Israel prevailed. But Moses' hands grew weary; so they took a stone and put it under him, and he sat on it. Aaron and Hur held up his hands, one on one side, and the other on the other side; so his hands were steady until the sun set. And Joshua defeated Amalek and his people — Exodus 17:11-13

Throughout the OT there are people and things that prefigure Christ. The most obvious of these is Moses. His upbringing as an Egyptian and his self-imposed exile made Moses an Other — though he was a Hebrew by heritage, he never lived among them. Despite this, he went to his people as a Hebrew to save them from slavery. God finally freed them by having death passover their households — marked with a cross of blood. Christ came to us as a human being, despite being the radical Other — God. He saves us from the slavery to sin and death by being crucified on a cross so that death is destroyed by death — it will pass over us.

In the above quote, Moses prefigures the crucifixion. The saving action of having his hands lifted is accomplished in cruciform by having Aaron and Hur hold up His hands. King David is annointed (oil poured over his head) as King. Christ and Messiah mean "the Annointed One."

For the sake of a fantasy setting, there can be any number of people who prefigure the Christ — the story can be as simple as the quote above. Someone secures victory over the forces of evil by an action that suggests the means of torture and death suffered by the Christ.

Tuesday, December 1, 2009

World Building Part 5

The Flood


God looked at the earth: it was corrupt, for corrupt were the ways of all living things on earth. God said to Noah, "I have decided that the end has come for all living things, for the earth is full of lawlessness because of human beings. So I am now about to destroy them and the earth. Make yourself an ark — Gen 6:12-14

For those of us interested in creating a fantasy world based on Scripture, the Flood is problematic from the perspective that it wipes clean from the world a fantasy staple — the Nephilim (giants) and their monstrous children. It is also troublesome from the modern scientific point of view which understands millions of years of prehistory with all kinds of wildlife that were wiped out before they ever had a chance to board the ark.

At this point, I must emphasize the primary purpose of Scripture — the revelation of God. Although it has historical elements, many of which can be corroborated by archeology, the Bible is not an historical document. It is revelation. It answers the question, "Who is God?" and from a Christian perspective, "Who is Jesus Christ?" As such, the story of the flood needs to be understood from this perspective.

Note that the cause of corruption on earth is humanity. We have turned our back on God and have taken all of creation with us. But for the goodness of one man — the choice of Noah to seek to be with God — God would have allowed creation to plummet toward destruction and return to nothing. God allows us the freedom to choose Him or choose to reject Him. In Eden, God gave the garden to Adam. When Adam chose to turn His back on God, the garden was taken away. The story of the flood is the flip side of the Eden story. God was willing to take everything away from humanity. Noah chose to turn towards God. Thus, God allows His creation to continue to exist.

God spoke as follows to Noah and his sons, "I am now establishing my covenant with you and with your descendants to come, and with every living creature that was with you: birds, cattle and every wild animal with you; everything that came out of the ark, every living thing on earth. And I shall maintain my covenant with you: that never again shall all living things be destroyed by the waters of a flood, nor shall there ever again be a flood to devastate the earth" — Gen 9:8-11

Ultimately, the primary purpose for the story of the flood is the covenant made by God. When God makes a promise, He never breaks it. All of His promises have been and will be fulfilled. This metaphor can be found in iconography, where the ark has been equated with the Church. Christ fulfills God's promise to all of creation by becoming Incarnate and intimately uniting Himself to His creation. The Church becomes the safe haven from the storm of a fallen world.

When creating a fantasy world, the flood is necessary only in metaphor, not in actuality. There need to be humans that turn toward God, even in the midst of corruption and evil. God, in some way shape or form, will make covenants with His people. From a Christian perspective, these covenants will be fulfilled in the person of the Christ.

Friday, November 27, 2009

A Fist Full of Dice

I have a soft spot for Weapon vs AC tables. They are a remnant of the Chainmail rules and represent another level of tactical choice within combat. The problem with them has always been complexity — they just are too ungainly to use. Recently, I was looking at the Chainmail rules and had a bit of an "Aha" moment. The reason the Weapon vs AC tables work in Chainmail, is that the to hit number remains static. It doesn't matter who is wielding the weapon — that particular weapon will always need the same number on the die to hit that particular AC.

This is why Weapon vs AC tables have never transfered well into the alternate combat system in the LBBs, which went on to become the standard in later editions — the to hit number is determined by character class and level, not the weapon used. Thus, Weapon vs AC tables have since then consisted of a bunch of unwieldy to hit modifiers.

The secret, then, to using a Weapon vs AC table is to tweak the system so that weapons determine the to hit number, not character class and level. This can rather easily be done if, as in Ruins & Ronin (and 3rd ed), characters are given attack bonuses based on character class and level. Thus, on an attack roll a player totals the attack bonuses and penalties to the to hit roll and compares it to the target number provided by a Weapon vs AC table.

There is another option, however, and it is provided by the LBBs. When using the Chainmail combat system, characters would progress according to troop type as they gained levels. For example, a 4th level fighting man fought as a Hero. This progression resulted in more opportunities to hit, not in an easier number to hit. Thus, one way to utilize a Weapon vs AC table would be to translate the old LBB Chainmail combat classifications into number of d20s to roll per round. Despite the greater number of opportunities to hit, this system results in about the same number of hits, because the target numbers remain the same — I've run a number of simulations. If anything, at higher levels combat moves a tad bit faster and allows fighters to be a bit more powerful.

Besides the added tactical wrinkle, there is one big advantage to this rules tweek. The higher level a character gets, the more dice you get to throw. Personally, I have always enjoyed the tactile wonder of a fist full of dice and seeing them roll across the table.

Thursday, November 26, 2009

Happy Thanksgiving

Just a quick thanks to everyone out there who's taken the time to read my ramblings, to those who've bothered to leave a comment, and to every one who's ever been involved in our hobby. My life has been enriched by all of you. I'd also like to share a quote from Alexander Schmemann, a great theological mind from the 20th century:

Thanksgiving is truly the first and essential act of man, the act by which he fulfills himself as man. The one who gives thanks is no longer a slave; there is no fear, no anxiety, no envy in adoration. Rendering thanks to God, one becomes free again, free in relation to God, free in relation to the world.

Tuesday, November 24, 2009

World Building Part 4

My project continues...

Humanity



There is one centrally important reality about humanity in Scripture — God made humanity in His image and likeness (Gen 1:26-7). As such, humanity has a special role within creation — we are God's representatives to creation and we represent creation to God. This is why when Adam and Eve fell, they took the rest of creation with them.

Thus the Lord God said to the serpent, "Because you have done this, you are cursed more than all cattle, and more than all the wild animals of the earth. On your breast and belly you shall go, and you shall eat dust all the days of your life. I will put enmity between you and the woman, and between your seed and her seed. He shall bruise your head, and you shall be on guard for His heel.


This special role within creation still exists despite the fall. God has set up humanity in an adversarial role against the Adversary himself. He has given us the power to lift creation up to God — away from nothing and into life. As the personification of that nothing, the devil and his minions will try to lead us to pull creation back towards nothing. Since we have been endowed with the image and likeness of God, who is ultimately free, we have the freedom to choose which path we will follow.

When creating a fantasy RPG where their are a plethora of fantasy races from elves and dwarves to goblins and lizardmen, there arises a conundrum: what, exactly, is "humanity?" Or, more precisely, who is endowed with the image and likeness of God?

This can be handled in a number of different ways:

  1. All fantasy races are not human and play, to one degree or another, an adversarial role towards humanity. In terms of an RPG, this works better in a Sword & Sorcery-type world where players are going to have exclusively human characters.
  2. All fantasy races are human. The various differences in races have come about because of some expression of magic. In a world where sin can manifest itself physically, an orc represents humanity consumed by hate and violence. Half-breeds are easily explained in this manner. Worlds using this model allow players to have characters from a wide variety of fantasy races.
  3. All fantasy races represent the children born of the Nephilim and human women. This choice falls somewhere in between option 1 and option 2. In this setup, fantasy races all have a dark beginning and are more apt to side with their demonic origins than a normal human. As such, players would be free to play the exceptions — those that embrace their human origins as opposed to their demonic one. To a greater or lesser degree, these races would face distrust and prejudice from their human neighbors.

Each one of these choices has consequences in terms of moral dilemmas that will face players. Option 1 allows more freedom for players to slash their way through a bunch of orcs with little or no qualms — they are physical expressions of evil that need to be eradicated. Option 2 muddies the water quite a bit. Killing an orc is the equivalent of murdering a human being. Option 3 similarly muddies the water; however, this can be tempered by how one sees the choice of following the demonic or human path for fantasy races. If this choice is ongoing, than killing an orc is murder. If following the demonic path represents a choice where there is no going back, killing the orc is closer to option 1.

As you can see, there is quite a bit of flexibility in how to represent humanity in a fantasy setting — none of which requires a polytheistic world view.

Thursday, November 19, 2009

World Building Part 3

My project to produce a template from which to create a fantasy RPG world based on Scripture and Christianity continues:

The Fall


So the great dragon was cast out, that serpent of old, called the Devil and Satan, who deceives the whole world; he was cast to the earth, and his angels were cast out with him. — Revelations 12:9

The word Devil (diabolos in Greek) means 'the slanderer' or more literally 'the one who divides.' The word Satan means 'the adversary.' These are equated with the serpent from the Garden of Eden, who is (for the purposes of a fantasy RPG setting) is wonderfully called the great dragon. In Luke 10:18 Christ tells us that, "I saw Satan fall like lightening from heaven." In Isaiah 14:12, Satan is called the Day Star ("Lucifer" in Latin) which proceeds the rising of the sun. This takes on significance when put in context of Christ's title the Sun of Righteousness.

Given all of these images, the Devil was a being of high importance (usually understood as an archangel). He rebels against God by reaching for godhood:
'I will ascend into heaven; I will place my throne above the stars of heaven. I will sit on a lofty mountain, on the lofty mountain to the north. I will ascend above the clouds; I will be like the Most High.' — Isaiah 14: 13-14

In this rebellion he takes with him a group of angels. In doing so, he aligns himself with the nothingness from which creation comes. He becomes the personification of nothing. His actions try to pull creation away from God and back to the nothing from whence it came.

Then the serpent said to the woman, "You shall not die by death. For God knows in the day you eat from it your eyes will be opened, and you will be like gods, knowing good and evil." Genesis 3:4-5

As the serpent, Satan deceives Adam and Eve and gets them to follow in his sin of reaching for Godhood. When Eve gets her husband to eat of the tree of knowledge of good and evil, she and Adam sought knowledge. Specifically, they wanted the knowledge of evil — a world without God.

Thus, when creating a fantasy world, there needs to be an Adversary — a personification of Chaos bent on pulling the world away from God. Given the number of names associated with this being in Scripture, we are free name him according to the context of our world (translate "adversary" or "slanderer" into some version of elvish, for example). For purposes of world bulding, it is important to know that the name Adam means humanity. This story invites us to use it metaphorically. A fanstasy world does not need an Adam and an Eve per se; however it does need humanity to seek a world without God — the knowledge of evil. This pursuit is the result of a deception by the Adversary. To add flavor, one can use the metaphor suggested in Gensis 3:3. Eve tries to defend God by adding to the command of God to not eat of the tree of Knowledge of good and evil. She says to touch it is to die. Thus, the Adversary can use the good intentions of humanity to lead them to their fall — in trying to defend God, they come to know a world without God.

Wednesday, November 18, 2009

World Building Part 2

I continue with my project to produce a template from which to create a fantasy RPG world based on Scripture and Christianity.

Creation


In the beginning God created the heavens and the earth. The earth was unseen and without form and darkness was over the abyss; and the Spirit of God rushed upon the waters. — Genesis 1:1-2

The word used in the Greek to translate the word "created" (a word exclusively used for God) is episen — the root for the English words "poet" and "poetry." In other words, God the Poet created the world using His Word. As such, we are invited to interact with Scripture as one might interact with a poem — study the language, how it is used and play with the images of Scripture and its metaphors.

Law vs. Chaos


In this light, there are two interesting linguistic flavors found in Genesis 1:1-2 that not only are often lost in translation, but invite us to see the act of creation as a struggle against Chaos.

In the Hebrew, it is possible to translate the first line of Genesis as "When God created..." Thus, the second verse becomes more confrontational. Darkness, invisibility, void, the abyss, the deep (all words used in various translations of Gen 1:2) call to mind a roiling Chaos that is fighting against God as He begins to create. This image is reinforced by the Greek word used to describe the action of the Spirit — epephereto. Usually translated as "moving over" or "hovering," it has a hostile, confrontational connotation. It comes from the verb "to rush upon."

As reflected in later Jewish thought and ultimately Christian dogma, 2Mac 7:28 states, "Look at heaven and earth and see everything in them, and know that God made them out of nothing." Since creation, by its very nature, comes out of nothing, by nature it is doomed to return to nothing. Thus, the picture painted in Gen 1:1-2 can be understood in terms of the Law vs. Chaos dynamic in D&D. God wills creation to be according to His Word. The roiling Chaos that the Spirit moves against is the force that is struggling against God's will — it is trying to return creation to the nothing from whence it came. Thus, the three alignment system of D&D becomes a simple Us vs. Them schematic similar to that found in war games. The forces of Law side with God's will for creation to exist. The forces of Chaos strive to return creation to the nothing. Neutrals are willing to side with either Law or Chaos as it suits them (which calls into question the validity of having a Neutral alignment — one is either for or against God — but that is a topic for another day).

Keep in mind, Scripture has two different accounts of creation. This reality invites us to use different metaphors to describe the same truths. So, when imagining a creation story for a fantasy world, we are free to attach any kind of imagery to the creation story we want as long as the following are true:
  • The One God creates from nothing.
  • Sans God, creation returns to the nothing from whence it came.

Monday, November 16, 2009

World Building Part 1

In response to my meditations on Psalm 8, Rob Conley of Bat in the Attic had this to say:

As for the pagan aspect of my cosmology. I choose a more allegorical approach because I never been comfortable in portraying a fictional Christianity in any other than a version of our world.

Probably because I am history buff I am very much aware of the fact that part of the impact of Jesus Christ is that he was born in history, acted in historical times, and was witnessed as part of history. He wasn't some mystical figure out of some golden age like so many religions had at the time.


This got me thinking. I make no bones about being a Christian nor about my belief that despite an early nod to the Christian roots of Medieval Europe with the inclusion of the pseudo-Christian Cleric class, D&D took a sharp turn towards a polytheistic and pagan world-view that it not only hasn't been able to shake, but has been ingrained within the mechanics of the game itself. Thus, there is an inherent conflict between my faith and my favorite hobby. When confronted with the possibility of playing D&D with a Christian world-view, including Christ and all that He stands for, most of us who play D&D have balked at the idea — even those of us who are Christian.

Rob made me aware of how uncomfortable we all can be with taking the historical reality of Christ and all that He has done for humanity and seemingly reduce it to fantasy. Making a fantasy version of Zeus, Set, or any other number of pagan gods is much easier, because they float around in that pseudo-imaginary space called myth. To a certain degree, they are outside of history.

This fear and discomfort, I believe, is misplaced. God chose to reveal Himself through literature — through the writing of men and women who produced both the Old and the New Testaments. As such, He invites a creative and imaginative interaction.

So, it is quite possible that the real reason for our hesitation to play D&D from a Christian point of view is that no one has gone to the trouble of doing that creative leg work to make a template from which we can create fantasy worlds founded in Scripture.

As such, I am going to try and do just that. I will take a basic concept necessary for world building, examine what Scripture has to say about it and then strip it down to a skeletal form. Hopefully, what will emerge is a template that we who love to build fantasy worlds can use to create worlds based on Scripture and a Christian world-view. My first installment:

The Name of God


And the Lord said, "Say this to the people of Israel, 'I AM has sent me to you.'" — Exodus 3:15

When God reveals Himself to Moses in the burning bush and Moses asks God His name, God responds, "I AM." Note that this name is a sentence begging for a predicate — I AM . . . what? Scripture is then replete with names, attributes and titles that can all be plugged into God's name: the Most High God, King, Lord, Truth, Life, Longsuffering, Almighty, etc. We are invited to interact with God's name in exactly this manner.

Thus, when C.S. Lewis chose to portray his fantasy version of Christ as a lion named Aslan, he did so on very sound scriptural grounds. In a world of talking animals, it makes perfect sense to have Christ as a lion — the King. As long as the titles and attributes of God remain, the name of God given in Scripture actually invites us to create a name for him within the context of our fantasy worlds.

As a starting point, I offer several examples of the names, attributes and titles given to God roughly translated into other languages:

  • Mindenhato
  • Hollallrog
  • Trindod
  • Bendigaid
  • Heilig
  • Osios
  • Makarios
  • Szo
  • Golau
  • Vilagos
  • Bolesesseg
  • Santaidd
  • Ios
  • Mab

This is fertile ground that offers a huge variety of names that we can give God appropriate to Him within the context of a fantasy world of our own making.