Tuesday, May 28, 2019

Asian Weapons in 5e

One of my favorite aspects of the 1E version of Oriental Adventures was the weapon section. More than anything else, this was the flavor that really allowed my imagination to take flight. There is something about the image of temple guards armed with tetsubos that just says asian fantasy to me. You could keep virtually everything else about the game the same, have a list of asian-inspired weapons and my imagination would transport me to whatever asian-style fantasy world you want.

Thus, a very important aspect of continuing my current thought experiment, which I am tentatively calling Jade: The Land of the Ten Clans, was to get a weapon list full of asian-style weapons. In order to do this, I really didn’t want to re-invent the wheel. As far as I can see, the weapon list in 5e is just fine. It does everything I need it to do. Thus, the key was to find asian equivalents to each of the weapons on the list. There are a couple of things, though, that I really wanted to express through the weapons list that wouldn’t be necessarily possible, given the proficiencies of the Rogue and the Ranger.

Firstly, I wanted the katana and wakizashi to be exclusively Ranger weapons. This sets up a class divide between Rangers and every other class and allows these two weapons to be the outward symbols of that class divide.

Secondly, due the ubiquitous image of the ninja armed with a blowgun, I wanted Rogues to have access to that particular weapon. I will grant, that I could have done this via a specific background, but given my desire to make the katana and wakizashi exclusive to Rangers, I found it more useful to deal with it more generally.

Thus, to solve both problems with one simple change, I swapped out the Rogue’s proficiency with the Longsword (which is the best fit for describing a katana) for a proficiency with the Blowgun.

Here is a list of the 5e weapons and what I see as decent (though not perfect) asian equivalents:
Simple Melee Weapons
Club = Jo
Dagger = Knife
Greatclub = Tetsubo
Handaxe = (same)
Javelin = Sibat
Light Hammer = Tonfa
Mace = (same)
Quarterstaff = Bo
Sickle = Kama
Spear = Chiang

Simple Ranged Weapons
Crossbow, Light = (same)
Dart = Shuriken
Shortbow = (same)
Sling = (same)

Martial Melee Weapons
Battleaxe = Naginata
Flail = Nunchuck
Glaive = Chai-Dao
Greataxe = Nine-Dragon-Trident
Greatsword = No Dachi
Halberd = Ghi
Lance = (same)
Longsword = Katana
Maul = Wolf-Teeth-Staff
Morningstar = (same)
Pike = Yari
Rapier = Jien
Scimitar = Wakizashi
Shortsword = Sai
Trident = Dang Pa
War pick = Hook Sword
Warhammer = Three-Section-Staff
Whip = Chain Whip

Martial Ranged Weapons
Blowgun = (same)
Crossbow, hand = (same)
Crossbow, heavy = (same)
Longbow = (same)
Net = (same)
Thus, the swords of the Ranger class are the Katana and Wakizashi and the sword of the Rogue-as-rank-in-file-soldier is the Jien.

Again, I realize that several of these equivalents are not exact, but in the abstract they do just fine. Given that D&D combat has always been a gross abstraction of combat, this list suits me just fine.

Friday, May 24, 2019

A Wu Xing Diagram

Yesterday, I posted about using a Wu Xing diagram to map out relationships between factions in a campaign world. Here is the actual diagram that I described:




Using this, it can be fairly easy to start putting together a political plot and conflict that is the main background noise of a campaign.

It starts with the Green Clan and their hatred of the Gold Clan and the Fire Faction in general. To get at them, they have convinced members of the Red Clan to secretly break ranks. The diagram shows that the break-away members of the Red Clan harbor enmity towards their fellow member of the Fire Faction, the Brass Clan.

A simple way to explain this is that the Brass Clan has married off one of their daughters to the head of the Red Clan, who is impotent and has no heirs. The Green Clan has exploited the anxiety within the Red Clan to place blame on the Brass Clan as a whole.

Thus, members of the Red Clan are secretly working out ways to get their revenge on the Brass Clan. To do so, they are exploiting the Silver Clan’s hatred of the Blue Clan to obtain items necessary to exact their revenge. They are also misdirecting the Blue Clan’s friendliness toward the Brass Clan in order to accomplish their goals.

In the meantime, the Copper Clan has begun to suspect the Red Clan’s plans, but have so far been unable to convince the Silver Clan of the danger. They have thus resorted to working with the White Clan through their fellow Acid Faction member the Black Clan. The plan is to sow distrust between the Bronze and Blue Clans in order to disrupt the workings of the Red Clan.

See how wonderfully complex this all gets in short order?

As an aside, I plan to have the Fire Faction territory at or near the border regions of the Empire. In other words, they are the ones that are in charge of the campaign world’s version of the Great Wall. As both the Fire Clan and the Brass Clan begin to be ripped apart by the various political plotting began by the Green Clan, the defense at the Great Wall will weaken. This, of course, opens up the possibility of a major outside threat getting into the Empire and creating havoc.

Thursday, May 23, 2019

World Building Using Wu Xing

When I am building a new campaign world, I especially like to create factions in sets of five. This allows me to plug factions into a Wu Xing diagram which indicates which factions are enemies and which factions are allies. What is particularly fascinating about this model is that enmity and friendship really only go one direction. This creates a wonderfully complex set of relationships. It also is really easy to use.

To demonstrate how useful this is, take a look at how I have plugged in the Ten Clans from my last post, where I posited a campaign world based on using only four of the twelve available 5e classes:

The Poison Faction is friendly with the Lightening Faction and has enmity toward the Fire Faction:
  • The Green Clan specifically likes the Bronze Clan and hates the Gold Clan
  • The Green Clan has also convinced elements of the Red Clan to betray the Fire Faction. This traitorous element specifically likes the Blue Clan and hates the Brass Clan

The Lightening Faction is friendly with the Fire Faction and has enmity toward the Acid Faction:
  • The Bronze Clan specifically likes the Gold Clan and hates the Black Clan
  • The Blue Clan specifically likes the Brass Clan and hates the Copper Clan

The Fire Faction is friendly with the Acid Faction and has enmity toward the Cold Faction:
  • The Gold Clan specifically likes the Black Clan and hates the White Clan
  • The Brass Clan specifically likes the Copper Clan and hates the Silver Clan

The Acid Faction is friendly with the Cold Faction and has enmity toward the Poison Faction:
  • The Blue Clan specifically likes the White Clan and hates the Green Clan
  • The Copper Clan specifically likes the Silver Clan and hates the Red Clan

The Cold Faction is friendly with the Poison Faction and has enmity toward the Lightening Faction:
  • The White Clan specifically likes the Green Clan and hates the Bronze Clan
  • The Silver Clan specifically likes the Red Clan and hates the Blue Clan

By simply plugging in these factions into the Wu Xing model, all kinds of interesting relationships and conflicts arise. This becomes especially useful when planning a campaign full of political intrigue.

And because I love doing it, here is some heraldry for the Ten Clans:



Wednesday, May 22, 2019

World Building using 5e Classes

One of my favorite poetic forms is the haiku. While tempting to see it as a very simple style of poetry where one need only come up with seventeen syllables and be done with it, writing a haiku is much more difficult than it seems. The goal is to capture a singular moment in time without allegory, simile or analogy. The skill and creativity to write a truly brilliant haiku is much greater than one might be led to believe.

Thus, I have always seen limitations as powerful creative tools. This explains my love of random tables. They severely limit my initial input as to what happens in an encounter, but open up a huge amount of possibilities when I am forced to rationally explain why that particular encounter happened when and where it did. This has consistently led to an enriching of my campaign worlds beyond what normally would have been possible if I had used my own input on encounters instead of a random table.

This leads me to today’s post — a thought experiment using limitations. Specifically, limiting the number of classes available to players in a 5e campaign and then building out a campaign world based on those classes available.

Since my favorite edition of D&D is B/X and B/X has four basic classes, I decided to use that as a benchmark. I then divided up the twelve available 5e classes into four groups:

  • Barbarians, Fighters, Rangers
  • Bards, Monks, Rogues
  • Clerics, Druids, Paladins
  • Sorcerers, Warlocks, Wizards

I then asked my children to pick one class from each category to come up with this list of four available classes:

  • Ranger
  • Rogue
  • Cleric
  • Sorcerer

Two interesting patterns emerge from this group of four classes:

First, the Cleric is the exception when it comes to magic. Rangers, Rogues with the Arcane Trickster Archetype and Sorcerers all use spontaneous casting from a list of known spells. Clerics, on the other hand, prepare spells from the cleric spell list and have access to ritual casting.

Second, there is no class that truly represents a standing army. Rangers are skirmish fighters. While rogues can emulate the sense of a disciplined army or coordinated fighting with their Sneak Attack, their limitations with both weapons and armor as well as their focus on dexterity and stealth suggest an army far more used to spying than to fighting toe-to-toe battles on a regular basis.

The campaign world that emerges from these patterns is one that is primarily focused inward because what outside threats exist can be kept in check by rangers and rogues. Thus, the driving force of most adventures is going to be political intrigue between factions that exist within the campaign world.

These factions are suggested by the various damage types available to sorcerers from the Draconic Bloodline:

  • Acid (with Black and Copper clans)
  • Cold (with Silver and White clans)
  • Fire (with Copper, Gold, and Red clans)
  • Lightening (with Blue and Bronze clans)
  • Poison (with the Green clan)

This nicely fits into a five point pattern similar to the Asian Elemental System of Wu Xing which creates a nicely complex but balanced system where each faction has an enemy and and ally. Given that the Poison faction has only one clan (and thus has their power base consolidated) and has a specialty so convenient to the art of assassination, it makes sense to understand this faction as the current royal clan (and gives me permission to use names like the Jade Throne).

What emerges from all this is a Far East-flavored, Middle Kingdom-esque campaign world where the aristocracy are descended from dragons, magic is seen as a sign of the elite and most martial weapons are highly regulated and only used by a special class within the ruling elites — rangers.

Clerics represent an outside (Western-esque) influence both culturally and magically. They would be rare and, given that their magic can be used by those outside the aristocracy, possibly illegal in various parts of the campaign world. Due to the fractious nature of the Fire faction, I could see the Gold and/or Copper clans being the most tolerant of these new ideas and magics.

Thus, the four classes can be understood in context of the campaign world in the following ways:

Rangers are akin to a samurai class. They are far more concerned about outside threats than an average citizen, but still suffer from a myopic view inward as evidenced by the Beast Master Archetype which is more about show and prestige of the animal companions (where more exotic and well-trained companions are more prestigious).

Rogues represent the default class of the average citizen. Thieves’ Cant is a kind of trade language and a (not so full proof way) to communicate under the noses of the aristocracy. The Thief Archetype represents your basic thug. The Assassin Archetype represents a basic soldier or city guard. The Arcane Trickster represents a low-born aristocrat, a dilettante that likes to slum it with the peasantry, or an aristocratic spy that keeps the ruling class informed about the rumblings and rebellions amongst the hoi polloi.

Sorcerers generally represent the upper echelon of the aristocracy. Those of the Dragon Bloodline are those that have the most royal blood running through their veins. Sorcerers who use Wild Magic are the exception. They are generally low-born who have enough dragon blood to manifest magic but not enough to control it and manifest it the same way as those who have the Dragon Bloodline. These sorcerers are generally looked down upon and seen as dangerous by both the ruling class and the peasantry.

Clerics and their followers are the most outward-looking citizens of the empire. Their magic and world-view is heavily influenced by foreign culture and ideas. Due to their focus on and care of the lower classes, they are seen as a threat by most of the aristocracy but are mostly tolerated in the lands controlled by certain Fire clans. Their existence hints at a greater (most likely undead) outside threat than the Empire has faced in generations.

Thursday, May 9, 2019

An AI Answers Jeff's 20 Questions

It came to my attention via Talysman over at The Nine and Thirty Kingdoms that there is a neural network web toy that will complete the text of a prompt a user types in. I immediately saw this as a kind of random table, and I love me a good random table. So, I decided to use it to make a random campaign setting by having it answer Jeff Rient's 20 Quick Questions for Your Campaign Setting.

What follows I have edited to make more intelligible and concise, but every word was generated by the AI and not me.

What is the deal with my cleric's religion?

I am a Catholic and my faith has been strengthened by the life of the Church (I am one of the few who has not been a bishop, but have also been active in Catholic charity work). I now work as much as I can as a public advocate for the cause of justice.

Where can we go to buy standard equipment?

There are five main ways to buy your equipment – from your nearest chemist, from your nearest chemist's office, from your nearest pharmacy, or at your nearest specialist shop. Some pharmacies have a chemist service and can be a good first step in buying your first tools.

Where can we go to get platemail custom fitted for this monster I just befriended?

That depends on your guild. There will be a vendor standing near the entrance to the dungeon that sells the equipment.

Who is the mightiest wizard in the land?

Dafnaught, Lord of Storms.

Who is the greatest warrior in the land?

Shura: I'm a warrior. No, I'm not a hero, I'm a warrior!!

Who is the richest person in the land?

Henry Clay has a net worth of $400 billion.

Where can we go to get some magical healing?

Let us tell you about it! We will be visiting your local Healing Centre on Saturday at 9 am (local time) to receive your prayers. We plan to talk about how spiritual healing works, how to prepare for it, and provide all you need to get started!

-The Bawthorn (B. Strange)

Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?

The only place to get cure spells is in scrolls. If you need something, you can just pick up a scroll at the nearest booklifter and pray.

Is there a magic guild my MU belongs to or that I can join in order to get more spells?

You can only join a guild if it is registered. If you do not wish to continue with your current guild, you'll have to contact your guildmaster. Guilds often have a monthly membership fee. You'll need to pay for this once a month, and then pay again over time. (Note: Your current membership fee may be different than the fee you will be charged for joining a guild.)

Where can I find an alchemist, sage or other expert NPC?

There are algos who carry large inventories, but they're not your typical Alchemists or crafters.

Where can I hire mercenaries?

Your guild has a wide range of mercenaries to hire along with a large number of skilled warriors, fighters and archers.

Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?

Yes, sword and magic are banned in all of the places on the map.

What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?

As of now, there are probably more than four monsters. It has been about three months since the start of the attack.

Are there any wars brewing I could go fight?

Not until the Empire is destroyed.

How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?

If the president wants to put up an entertainment center for his kids, surely he should go for it.

Are there any secret societies with sinister agendas I could join and/or fight?

Scienca is a society dedicated to spreading the word about science and technology, and helping to create peace between races.

The Society of the Serpent has never publicly expressed its desire to invade other worlds.

What is there to eat around here?

Oh, just chicken wing salad.

Any legendary lost treasures I could be looking for?

One of the world's most famous antiquities, the priceless Necrotic Orb, contains the remains of an ancient lich.

Where is the nearest dragon or other monster with Type H treasure?

The nearest dragon is the Red Dragonborn in Whiterun. The dragons are coming to Darkshire. The Dragons are coming here. And they are coming for The Dark Lord.

Saturday, March 30, 2019

Character Sheet for TFT

Steve Jackson Games was an important game company in my own formation as a gamer. I don't blog about that very often, because this blog is mostly about RPGs, not war games. Thus, when Steve Jackson won the rights to republish The Fantasy Trip, I really wanted to support him on the endeavor and managed to scrape together enough cash to get in on the Kickstarter.

I must admit that I am very pleased with the quality of this project; however, I do have one (minor) quibble. I don't like the character sheet. Admittedly, this is something I can say about the vast majority of RPGs. About the only character sheets I would readily use in a game are the sheets that came with B/X and those that came with early editions of Champions. Other than that, I usually have to comb the interwebs for someone who has created a different version or I have to make my own.

Thus, the reason for this post. I couldn't find a lot of options in terms of TFT Character Sheets, so I made my own. I thought I'd share:



Have fun!

Monday, March 4, 2019

On Vitriol: This Zak Smith Thing

Almost four years ago, Zak Smith and wundergeek had a very public fight about gender politics. At the time, I had been away from blogging due to the health of my child, but decided to use the situation as a launching point for a meditation On Vitriol in the digital age.

Ironically, at the end of this past December, right before Christmas, my youngest again had a surgery and has been in and out of the hospital since. Having walked away from blogging again to deal with this situation, Zak Smith is again at the middle of a storm within the OSR due to accusations launched at him by his girlfriend, Mandy Morbid. Again, I feel compelled to say something about this whole Zak Smith thing.

Let me be blunt. I do not like Zak. I find him to be an abrasive personality that I would not wish on anyone. I experienced this first hand when he leaped onto the comment section of my first meditation On Vitriol. While actively ignoring and dismissing the message of the post, he attacked the means in which I delivered that message and kinda proved the point I was trying to make in that post. While something I would be willing to do again, I cannot say that it was a pleasant experience.

Let me be even more blunt: I don’t even like his gaming material. I bought Vornheim way back when, didn’t find it particularly useful or inspiring and have never been much interested in anything he’s authored since. Thus, I wouldn’t miss much if he disappeared from the gaming community altogether and the world never saw another RPG-related publication by Zak.

Having said all that, I am still troubled by the reaction many have had to Mandy’s accusations. Cutting Zak completely off is not an answer I can endorse. Let me explain:

When I read the Facebook Post that started the purge of Zak Smith from all things gaming, I saw a bunch of broken people. Zak, Mandy and everybody else involved in this mess are broken. They were broken long before Zak ever did a thing to Mandy. It was this brokenness that led to Zak behaving in such a reprehensible way towards others. It was this brokenness that led to Mandy going along with the abuse as long as she did. This brokenness has also led to this community cutting Zak off. As James Raggi said in his announcement that LotFP won’t be publishing Zak’s stuff anymore:
[Everyone I talked to] was bummed out. They recognized this was a tragedy from top to bottom. Even the people who agreed with my course of action here, hell, even someone that thought I wasn't going far enough, recognized what we were losing, even while they said we needed to lose it. 
I recognize the brokenness for what it is because of my Christian world-view. We are all sinners. I also believe that everyone deserves an opportunity to repent and to allow God (who went to the Cross to give all of us a second chance) to transform the sinner into a saint. I still hold out hope for Zak that he can use this disaster as an opportunity to turn around his life and become a person we can all enjoy at the gaming table.

I say this, of course, as a Christian; however, we no longer live in a Christian society. As an openly practicing Christian who brings Christ to the gaming table I am acutely aware that I am in an extreme minority both within the OSR’s corner of the internet and gaming at large.

So, I have a serious question, not only for those who have cut off Zak, but for anyone who embraces secularism/atheism: How is it that abusive behavior (especially against women and children) is universally condemned?

As a Christian, I can answer this very easily. As the source of all good things in the world, God provides us with a standard that is eternal and universal. For secularism and atheism, answering this question is a much harder task.

Without the existence of God, there is no such thing as an eternal, universal standard, because all standards are generated by humans. Since humans are finite and mutable, any standard that we make is also finite and mutable. Considering that we have around 7 billion possible standards in the world (one for each person who lives on the planet), to expect any one of those standards to stand the test of time and continue to endure generation after generation is, well, folly.

Indeed, if we insist on the relativism of “my truth,” Zak’s opinion that breasts of a certain size have no value is perfectly valid. My truth may disagree with Zak’s truth, but since the source of these truths in both cases are human beings (the only real source of truth in a world without God), each is just as legitimate as the other.

Further, if we insist on organizing a society around one version of “my truth” over and against other versions of “my truth,” there is only one avenue for ensuring that one supersedes the others: force. As such, Zak’s abusive behavior is completely justified. He was imposing his version of “my truth” on everyone around him in hopes that his version would prevail.

Instead, we are all condemning Zak’s abusive behavior in the same way that humans have condemned abuse (especially against women and children) generation after generation after generation. Even if we refuse to acknowledge His existence, we are all using God’s eternal and universal standards to judge Zak’s behavior.

Due to the fact that this standard is actually God’s and not our own, I would invite everyone to consider the reality that this very same God knew who Zak would be when he went to the Cross. Despite all the vitriol and all the abuse, Christ still got up on that Cross for Zak.

For my part, I refuse to condone Zak’s lifestyle or to tolerate Zak’s abuse; however, if he ever needs someone that will listen in an attempt to turn his life around, he is always welcome.

Sunday, December 16, 2018

Mathetes to Diognetus Chapter 10

In the 10th Chapter of his Epistle to Diognetus, Mathtetes explains:
If you also desire [to possess] this faith, you likewise shall receive first of all the knowledge of the Father. For God has loved mankind, on whose account He made the world, to whom He rendered subject all the things that are in it, to whom He gave reason and understanding, to whom alone He imparted the privilege of looking upwards to Himself, whom He formed after His own image, to whom He sent His only-begotten Son, to whom He has promised a kingdom in heaven, and will give it to those who have loved Him.
For the purposes of world-building, the salient point here is the idea that humanity is created in the image and likeness of God. We are created with the potential to be like God. As Mathetes says:
And do not wonder that a man may become an imitator of God. He can, if he is willing.
Since the Trinitarian metaphor for our analogue of the Father is Tizan (Artisan), it follows that the main way of imitating God in context of our campaign world is that of co-creator. We are given creation by God and are expected to work it with our own hands and present something newly created back to God. This is why the eucharist is bread and wine and not wheat and grapes.

Mechanically, this suggests a house rule where PCs are given some kind of crafting skills. I see two distinct choices as to how to do this practically:

  • A table with various types of skills (like the Tool Proficiencies from 5e). Players would randomly roll on this table and their PC would then be skilled in that particular area. As long as the character is doing something reasonable using that skill, no roll is necessary. The character can do extraordinary things using the skill with an appropriate roll.
  • Crafting skills that are class-specific. This follows the logic of Holmes allowing 1st level magic-users to craft scrolls at a cost of 100gp and a week per spell level. Each class would be able to spend time and money create a class-specific item for use on an adventure. Given the one-use property of a scroll, this should probably be universal across all classes.
Here are some ideas for this latter approach:

Cleric

  • Healing salve (equivalent of a Laying on Hands)
  • Incense (bonus to a single Turn roll)
  • Holy Oil (bonus to AC for a single combat)

Fighter

  • Liquid Courage (bonus to hit for a single combat)
  • Baning Oil (bonus to damage for a single combat)
  • Ablative Armor (absorb 1 hit per damage die until destroyed; has 1d6+1 hits when made)

Magic-user

  • Scrolls
  • Duration Component (double the duration of a spell)
  • Range Component (double the range of a spell)

Thief

  • Liquid Courage (bonus to hit for a single combat)
  • Jury-rigged Tool (bonus to a single Thief ability roll)
  • Smoke bombs (bonus to a surprise roll)

Since scrolls are 100gp for a 1st level spell and all the various bonuses are less than what one would gain from a 1st level buff spell, I would suggest that the non-scroll items would all be 1d6 x 10 gp per use and would take 1d6 days to make.

Thursday, December 13, 2018

Mathetes to Diognetus: A Campaign Map

Hades as a concept is not only useful as an inspiration for the Aidisian Empire and how it functions, but it is also fodder for influencing the geography of the campaign. According to the Aeneid, the underworld had an entrance close to the volcanic Lake Avernus which is located near the city of Naples. Here is where I go really old school. The best fantasy maps are really just maps of real places that have been rescaled, turned upside down and/or relabelled.

Thus, if one takes a look at a topographical map of the area around the Lake Avernus, one finds something that looks great, is geographically realistic (because it is real) and inspires all kinds of ideas:


Therefore I am going to start here by changing the scale and re-labelling things. 

Here is another tid bit of advice from a guy who has run a lot of games over the years and has drawn a lot of maps: practically, most of a typical fantasy campaign happens within an area approximately 20-30 square miles. There is really no real need to do any kind of serious mapping beyond that. Generally, I will have abstract ideas pencilled in like, “there is a big jungle to the south” or “the Great Kingdom is to the east” or “there are barbarians to the north.” Sometimes those notes become relevant. Most of the time, they don’t. Thus, whenever I begin a campaign, I stick to a map that is approximately 20x30 miles and it generally serves me very well throughout a campaign.

One other inspiring thing about using the concept of Hades is that it offers up a lot of names that I can port into re-labelling the map. Thus, this will be a fun place to explore for anyone who is up on their Greek and Roman mythology:

Tuesday, December 11, 2018

Mathetes to Diognetus Chapter 9 Part 2

In the 9th Chapter of his Epistle to Diognetus, Mathetes understands death as a natural consequence for humanity’s sins against God. This understanding, of course, comes from Judaism which forms the foundation upon which Christianity is established. In paganism, death is better understood in context of the person of Hades/Pluto, or whatever name the God of death in a pagan pantheon goes by. I mention the name Hades because not only is that Puto’s name under the Greek pantheon, but it was used by the Romans as the name for Pluto’s kingdom of the underworld.

Rather than a consequence of human sin, death is just the way things are in paganism. Pluto, being the God who rules the realm of death, is someone who needs placated so that one’s experience under his rule is tolerable.

Interestingly, the pace of the dead in Judaism — Sheol — is very similar to the Greek and Roman conception of Hades. Both are seen as being underground and dark. In fact, when Greek speaking Jews began translating the OT into Greek beginning in the 4th century B.C., they translated the Hebrew Sheol (שְׁאוֹל) as Hades (ᾍδης).

Given the focus on the undead within the Empire of this nascent campaign world, this suggests that the Empire itself is an extension of the realm of the dead. Hades has bled out onto the surface world and has been imposing its will upon the living. This, in turn, helps define a few things and raises a few questions:

  • The Greek word ᾍδης suggests a name for the Empire — the Aidisian Empire or Aidisia.
  • In certain applications of old school D&D play, the Mythical Underworld plays a large role in how dungeons work. Doors for PCs are all locked while they open easily for monsters. PCs can’t see in the dark (even with ultra- or infra-vision), while monsters can. As parts of the underworld are cleared out, monsters are replaced and even geography changes. The question becomes, how much of this reality bleeds out onto the surface world within the Aidisian Empire?
  • Another question is the relationship of the Mythical Underworld, the person of Hades, and the God-Emperor of Aidisia. I am most tempted to understand them as three different entities. The Mythical Underworld is a manifestation of the Natural Order being corrupted by Chaos. Hades is a demon that has tempted humanity onto the path of Chaos. The God-Emperor has embraced lichdom through the influence of the demon Hades. In order to pay homage to early versions of D&D, this demonic version of Hades can be replaced with Orcus.
  • Since the Mythical Underworld has such a significant influence on the Aidisian Empire, this suggests that it is easily accessed. The adventure trope of the Temple suggested from Mathetes’ description of idols being guarded from theft suggests that the primary bleed points of the Mythical Underground into the world at large are the pagan temples. This, in turn, suggests that every pagan temple has a dungeon complex underneath it.
  • Finally, there is the question of what relationship the Artanian Church has to the Mythical Underground. Historically, Christianity met secretly in house churches and catacombs. In older editions of D&D, the end game involved conquering a piece of Wilderness and making it into the demesne of a PC. Would the “end game” of this nascent campaign world be to conquer sections of the underworld to be consecrated as safe havens for Artanians to congregate?

Saturday, December 8, 2018

Gamer ADD: Map for B1B2T1

So, my brain won't let go of the idea to place those great introductory TSR modules B1, B2 and T1 all on the same map. Despite the fact that Gygax gives a very detailed description for the location of the Village of Hommlet, placing it in Greyhawk, I have no real desire to use TSR's first flagship campaign world. For one, while the location works great for T1, there really is no place to put the locations of B1 and B2 to my satisfaction. Secondly, I am far more of a Judges Guild kinda guy, and the freedom I have to mess with the Wilderlands is exactly the sorta thing one needs for a project like this.

Thus, I ended up using about 20 or so hexes from Campaign Map Two, aka Barbarian Altanis. BTW if you haven't picked up Rob Conley's colored maps of the Wilderlands, do yourself a favor and get them.

There are several reasons I chose this location:

  • Rogahn and Zelligar (see B1) fought off a barbarian horde, which can now be understood to be Altanians.
  • There is an unnamed castle up the coast (and off the map below) that is led by a 7th level Lawful Good Cleric. Since we need a place from whence the followers of St. Cuthbert led a crusade against the ToEE, this castle makes a nice stand-in for Verbobonc. 
  • There is a Dwarven village (Kolda) at the foot of the Ered Perack Mountains that can nicely serve as the warning sign that humanoid activity in the Cave of Chaos has come to a head. The town has been overrun and Dwarven refugees will be a source of information both in the Village of Hommlet and the Keep.
  • There is both a keep and a village in close proximity on the map that lend themselves very nicely to be the location of Hommlet and the Keep.
  • There is a swampy patch of land with lends itself to the Mound of the Lizard Men from B2 as well as a place to locate the Moathouse from T1.
  • South of the map below, there is a lair of Owlbears, justifying the inclusion of the Owlbear in Cave G.
  • The name Fogbound Forest just seems a great place to put Quasqueton.
  • Finally, there are a bunch of hills at the foot of the Ered Perack Mountains which allow for the Caves of Chaos to be spread out in a more realistic manner.

Here is the map:

Key:
1 = The Mound of the Lizardmen (B2)
2 = The Spider's Lair (B2)
3 = The Bandit Camp (B2): These would be a rival gang that was not willing to work for the evil cleric Lareth from the Moathouse in T1
4 = The Mad Hermit (B2)
5 = The Cave of the Unknown (B2): Meant to be utilized by a newbie DM to create their own dungeon, this Cave is intended to serve the same purpose with one twist — the Dwarves of Kolda knew of and began to explore this place before abandoning the project due to what was down there.
A = Cave A: Kobolds
B = Cave B: Orcs
C = Cave C: Orcs
D = Cave D: Goblins
E = Cave E: Ogre
F = Cave F: Hobgoblins
G = Cave G: Shunned Cavern
H = Cave H: Bugbears
I = Cave I: Minotaur
J = Cave J: Knolls
K = Cave K: Shrine of Evil Chaos
Q = Quasqueton (B1)

Friday, December 7, 2018

Mathetes to Diognetus Chapter 9 Part 1

In Chapter 9 of his Epistle to Diognetus, Mathetes lays out why the theological differences between paganism and Christianity is so important. He is brutally honest about the reality of the human condition:
[We are] borne along by unruly impulses, being drawn away [from God] by the desire of pleasure and various lusts…our wickedness [has] … clearly shown … its reward, punishment and death…
The great conundrums of the human experience have always been suffering and death. Mythologies, religions, and even political systems always try to explain why they are necessary and how to move beyond them.

In the pagan world-view, the gods are petty beings that cause all kinds of problems. When they become angry, natural disasters follow. Thus, the sacrificial system that pagans employ is based on the hope that such offerings will keep a certain deity placated as to avoid disaster. When disaster inevitably happens, it is explained away by claiming that the sacrifices made were not enough.

Note that within the Judeo-Christian religious system there is also a sacrificial system; however, rather than placating God it is a teaching tool used by God to help humanity understand that it was not
possible that we, the wicked and ungodly, could be justified
by anything other than God Himself.

Thus,
when the time had come which God had before appointed for manifesting His own kindness and power, how the one love of God, through exceeding regard for men, did not regard us with hatred, nor thrust us away, nor remember our iniquity against us, but showed great long-suffering, and bore with us, He Himself took on Him the burden of our iniquities, He gave His own Son as a ransom for us…
Christ Himself became the sacrifice so as to pave a path for all of humanity to overcome suffering and death by entering into His Kingdom.

Note how vulnerable the pagan sacrificial system is to abuse by those in power. If one has the ability to either predict or manufacture disasters, this knowledge could be used to demonstrate how the gods are angered by political opponents or by certain philosophies, activities, etc. It is ripe for using in order to oppress those under the influence of the pagan power structure.

Christianity is a threat to those interested in power. It always has been and always will be. Christ empowers the individual to move beyond the influence of power. By trampling down death by death he removes fear for those who have faith in Him. Those in power have nothing to hold over or threaten a Christian. This is why the martyrs were able to endure. The Roman Empire exerted all of the power it had at Christianity and still the martyrs endured and even convinced others in the face of death to accept Christ.

Thus, in a world where the Empire is pagan and has the ability through magic to manufacture disaster and death, the pagan system of sacrifice is going to be a tool of those in power to keep and maintain that power. In turn, any Christianity/Church analogue is going to be understood to be an existential threat to those who wield that power.

Thursday, December 6, 2018

Happy St. Nick's!

The Real Santa Claus
One of the wonderful things about being an Orthodox Christian parent is that at this time of year I get to declare with full confidence that Santa Claus is real. Go read 'Twas the Night Before Christmas again. While the physical description may very well conform to our modern conception of the guy in the red suit, he is referred to as St. Nick.

In the Orthodox Church, St. Nicholas is held up to be the exemplar of what it means to be a bishop. Hymns are sung about him all year long and he is one of the most popular saints in the Orthodox world.

Many of the Christmas traditions associated with Santa Claus we have today are actually in memory of real events from this great bishop's life. For example, we hang stockings above the fireplace because he was know to sneak into the night to place gold into the stockings of those in need. Specifically, he overheard a poor man lament that his daughters would be better off as slaves because he had no dowery money to marry them off. To prevent this, St. Nicholas secretly provided those dowries by placing gold in the daughters' stockings as they were drying over the fire.

So, today on this the Feast of St. Nicholas, I wanted to share a cool dad moment related to St. Nick. Yesterday, as my eldest was confirming that we were going to celebrate a liturgy for the feast, she related to me her favorite story from the life of St. Nicholas: she smiled as she said, "When he slapped Arius!"

For those who don't know, Arius was the heretic that held that Christ was created and was the impetus for the First Ecumenical Council, of which St. Nicholas was an attendee. In an attempt to snap Arius out of his delusion, the great bishop tried to slap him back into his senses.

Can you tell we play D&D in this house?

Wednesday, December 5, 2018

Mathetes to Diognetus Chapter 8

In Chapter 8 of his Epistle to Diognetus, Mathetes starts laying a theological foundation for why Christianity and paganism are so different:
For, who of men at all understood before His coming what God is? Do you accept of the vain and silly doctrines of those who are deemed trustworthy philosophers? of whom some said that fire was God, calling that God to which they themselves were by and by to come; and some water; and others some other of the elements formed by God.
Pagans mistake created matter for God. In contrast, Christians worship
God, the Lord and Fashioner of all things, who made all things, and assigned them their several positions…
This is one reason I dislike later editions of D&D. Starting with 2e, D&D took a hard turn towards a pagan world-view and hard-wired it into the mechanics of the game. Domains represent the “silly doctrines” of pagan philosophers who say that fire was God. In later editions of D&D, deities only have dominion over certain aspects of creation and as a result, their clerics can only use certain powers or spells.

Christ, through whom all things were made, has dominion over everything, including death, disease, decay and even demons. It makes absolutely no sense to me to assign Christ or a Christ-like analogue to a couple of later-edition D&D cleric domains. It demands that the Fashioner does not have dominion over what He fashioned.

To put in another way, one of the radical differences between the Christian and pagan world-views is that the Christian God created from nothing. Therefore everything owes its existence to God. No pagan would ever even consider the idea that the various pagan deities did anything other than create from some pre-existent matter.

As an example that inspired one of early D&D’s great primal villains, in the Babylonian creation myth Marduk slays the dragon Tiamat and from her body creates all of the various pieces and parts of the world. Humanity is created by squeezing the blood from the dragon’s heart. This is why humanity is flawed and evil. This, like so many other myths, impugns the various pagan deities with flaws and mistakes that reveal them to be, well, rather human.

Sin, in the Christian world-view, is introduced by humanity not God. Humanity is revealed to be utterly incapable of overcoming sin through the Law. Thus, the only way humanity is capable of overcoming sin and death is through God Himself.

With cleric spell lists inspired by the miracles of the saints, older editions of D&D make it far easier on me to build worlds based on a Christian world-view and to construct analogues like Artanianism.

Tuesday, December 4, 2018

Gamer ADD: Re-Skinning Quasqueton

So, Into the Borderlands, published by Goodman Games, arrived in my mailbox yesterday. It is a late-arriving birthday gift and, boy howdy, is my inner gamer all kinds of distracted. For those not familiar, Into the Borderlands is a lovely little piece of gaming history which compiles the Holmes-era and Moldvay-era editions of both B1 and B2. In addition, there are some essays by various luminaries of the gaming world, three different exercises in stocking B1, and a 5e update of both modules.

Of the essays I have managed to read (the rest of the book is very distracting, so please excuse my inattentiveness to the introductory material), the thrust is that these two modules stand as the gateway to not only as the starting point for many a campaign, but how to play the game of D&D for an entire generation of gamers.

Although my copy of the Homles Basic Edition Box came with the mono-chromed cover version of B1, and I certainly spent a lot of time looking through its pages, the sentiments expressed in these essays do not really apply to me. I have never used either B1 or B2 in any campaign I have run nor have I ever gone through them as a player. I learned how to play the game from older players who were willing to put up with me, because I was a slow reader when I was young and all of D&D's text was over my head for a number of years to come.

As long-time readers of this blog know, the one module that stands out in my playing experience is T1:The Village of Hommlet. I have used it a number of times as the starting place for a campaign. I have re-imagined it in all kinds of different scenarios and it still is my favorite TSR-era module. This is in part because, not despite the fact, that we never really got the Temple of Elemental Evil until years after the fact and the one we got fell way below expectations. Again, long-time readers will be well familiar with my various escapades and creating my own version of ToEE.

Thus, as I have been thumbing through Into the Borderlands, my Gamer ADD is going off like crazy because my inner gamer is desperate to throw together a campaign that marries B1, B2 and T1 in a crazy homage to the best beginner TSR modules of all-time. It was when I was perusing the various takes on stocking B1 that this inner chaos found its voice and it said:
Why not re-skin Quasqueton as the Temple of Elemental Evil?
It makes a twisted kind of sense. The two builders of B1’s dungeon were Chaotic, the place has some wonderfully weird rooms that can be re-skinned with elemental clothing and it would take a mere hand wave to explain its abandonment with the crusades of the followers of St. Cuthbert. One could also re-skin the Shrine of Evil Chaos in the Caves of Chaos as a fall-back position by the survivors of the cult and the Boathouse from T1 could still stand in as a forward position by the Cult as they seek to re-establish themselves after licking their wounds.

To boot, there is nothing that is preventing me from placing higher HD creatures with an elemental twist within all those lovely blank spaces between the covers of B1.

Monday, December 3, 2018

Mathetes to Diognetus Chapter 7 Part 3

Now that I have settled on the trinitarian metaphor for the Christianity/Church analogue of Artaniamism, it is time to decide on a holy symbol and therefore some of the story behind the Incarnation of the Christ figure Arta. As with Christianity, the symbol will derive from how Arta dies.

Looking at Chapter 7 of his Epistle, Mathetes challenges Diognetus:
Do you not see them exposed to wild beasts, that they may be persuaded to deny the Lord, and yet not overcome? Do you not see that the more of them are punished, the greater becomes the number of the rest? This does not seem to be the work of man: this is the power of God; these are the evidences of His manifestation.
Thus, the Artanians do not fear death by wild beast. I am willing to imagine that this is because Arta died in a similar way and yet overcame death through his resurrection.

The first idea that pops to my mind for a holy symbol would be based upon the icon of St. Iranaeus being torn apart by lions:


While this would make for a really interesting holy symbol, lions don’t really fit as nicely into the trinitarian metaphor of Artanianism as I would like.

Therefore, I did some searching on animals in Roman mythology and found this very interesting website.  Listed here are a bunch of animals reported my Roman writers from various parts of the world. Among them are several animals and monsters that made it into D&D:

  • Amphisbaena
  • Jaculus
  • Basilisk

It is this last one that intrigues me the most, because it plays very nicely into the Artanian metaphor. Victims are turned into stone — they are turned into statues. They are turned into a form of art. How cruel would it be for victims and their families that their death visage could be put on display to be mocked and spat upon for all to see?

Basilisks as presented in D&D are probably too dangerous a beast to keep in captivity unless there were an entire class of basilisk handlers that were voluntarily (or involuntarily) blinded. Regardless, using a D&D basilisk would severely limit the ability of the Empire to conduct public executions in this particular way. I wouldn’t put it past some of the aristocratic families from having such beasts for the purpose of having private executions, however.

If one goes to heraldry and how the basilisk is depicted, it appears as what we who play D&D would call a cockatrice. Now here is a beast that would be much easier to keep and use for public executions. The spectacle of such an execution could be amplified by having the cockatrice on a chained leash that could be lengthened or shortened. Thus, a victim could be toyed with as the cockatrice is kept just out of reach long enough for the victim to suffer more and to present the best “pose” for their death.

So, the holy symbol for Artanianism is the cockatrice:


Sunday, December 2, 2018

Mathetes to Diognetus Chapter 7 Part 2

To continue yesterday’s post, one of the factors that I want to consider when choosing which metaphor to use to express the Christianity/Church analogue for this nascent campaign world is the world itself. Thematically, I want it to run counter to the prevailing culture so as to heighten the differences between the Empire and the Church.

Thus, I am able to reduce the number of choices to these four:

  • Creator of all things (King establishing a kingdom)
  • Savior (keeping people alive)
  • Creator (Craftsman)
  • Fashioner (Artisan)

The first is the basis for the analogue I use in my Lost Colonies campaign. While I could drop this campaign idea into my existing campaign world, I went into this project hoping to have something that was separate from everything I have done before. Therefore, despite the confrontational title of “King of All” in contrast to the Empire’s God-King, I am going to pass on this option.

I am really tempted to use the second, because it contrasts beautifully with the undead factor that exists within the Empire, but it poses the most difficult concept to tease out in terms of a trinitarian metaphor. I am going to pass on this as well.

The last two are very similar, and I must admit I was inclined to use them primarily because neither term is Scriptural — it allows me to push the envelope of this whole pattern in a new direction. They both contrast with the Empire in the same way that Savior does, but in a more subtle way. While the Empire fashions idols, golems, constructs and undead, the Trinitarian God of the Christian/Church analogue fashions everything.

Artisan is the term I am finding the easiest to fit into the Athanasian pattern of Source/Embodiment/Participation:
Artisan = Source
Art = Embodiment
Beauty = Participation
This also fits nicely within Orthodox Theology which holds that beauty is a place where we can encounter the divine.

Since the Empire is roughly based on Rome, I am inclined to have a Latin-esque feel to naming things. Romanian is my default source for Latin-sounding names because, of all the Romance languages, it is the closest to Latin. Indeed, it could be argued that Romanian is modern Latin.

Artisan in Romanian is Artizan, which could be truncated to Tizan. Art is Arta, where the last ‘a’ is supposed to have a mark over it indicating the pronunciation of ‘uh.’ Ironically, if an American were asked to pronounce ‘Arta’ that’s probably how they’d pronounce it anyway. Finally, the word Beauty is Frumusete, which is a bit complicated for my taste. If one goes with the word Beautiful, however, the Romanian is Frumos, which sounds about right.

Thus, the trinitarian structure of the analogue is this:
Tizan = Source
Arta = Embodiment
Frumos = Participation
Since the name of Christianity comes from the Second Person of the Trinity, the name of the analogue will be Artanianism and members will be called Artanians.

Saturday, December 1, 2018

Mathetes to Diognetus Chapter 7 Part 1

In the 7th Chapter of his epistle to Diognetus, Mathetes explains that the basis for Christians behaving in such a different manner than the rest of society is not to be found in any philosophy or other human-derived source. Rather, the source of all things Christian is God.

Of import for the nascent campaign world is all the various words to attributes to God (with the interesting onesin italics):
God Himself, who is almighty [παντοκράτωρ], the Creator of all things [παντοκτίστης], and invisible, has sent from heaven, and placed among men, [Him who is] the truth, and the holy and incomprehensible Word, and has firmly established Him in their hearts.

As a king sends his son, who is also a king, so sent He Him; as God He sent Him; as to men He sent Him; as a Saviour He sent Him, and as seeking to persuade, not to compel us

the very Creator [τεχνίτην] and Fashioner [δημιουργὸν] of all things
The reason these words are important is due to the way in which I create the Christianity/Church analogue for fantasy campaigns. I have noted this before, but St. Athansius the Great gives me a template with which to take a metaphor and use it to come up with an alternate description of the Trinity that stays true to the biblical understanding of the Trinity:
Father = source of the metaphor
Son = the embodiment of the metaphor
Holy Spirit = the means humanity participates in the metaphor
Thus, I am able to take the idea of God as King and Giver of the Law in order to produce the following persons of the Trinity for my Lost Colonies Campaign world:
Nomos = Law
Isten = King or Crown
Thikeosyni = Citizenship or Righteousness
Here is the list of words that are available from Mathetes to build a trinitarian analogue for this nascent campaign world:

  • Almighty [παντοκράτωρ] where the Greek (κράτος) implies strength
  • Creator of all things [παντοκτίστης] where the Greek (κτίζω) implies a king or ruler establishing a city or a kingdom
  • Truth where the OT understanding implies something firm, solid, valid and binding
  • Word where the Greek (λόγος) implies the primary verb for creation attributed to God in the OT ποιέω, which means Author and is the root for the word Poet
  • King which is not explicit in the text, but is implied (especially with the use of παντοκτίστης)
  • Savior where the Greek (σᾠζω) implies salvation, keeping alive, benefitting through cures and good health and the preservation of the inner being
  • Creator [τεχνίτην] where the greek means Craftsmen and is the root of the English word Technician and interestingly is not attributed to God in Scripture.
  • Fashioner [δημιουργὸν] where the Greek means one who pursues public affairs, builder or artisan. Like τεχνίτην this is never attributed to God in Scripture.
Now, all I have to do is choose...

Friday, November 30, 2018

Mathetes to Diognetus Chapter 6

This quote from the 6th Chapter of the Epistle of Mathetes to Diognetus demonstrates why I believe a Christian world-view works so well in the context of D&D:
what the soul is in the body, that are Christians in the world…The soul loves the flesh that hates it, and [loves also] the members; Christians likewise love those that hate them. The soul is imprisoned in the body, yet preserves that very body; and Christians are confined in the world as in a prison, and yet they are the preservers of the world.
Take a look at this prayer from the Liturgy of St. John Chrysostom:
Enable us to offer You gifts and spiritual sacrifices for our own sins and the failings of Your people. Deem us worthy to find grace in Your sight, that our sacrifice may be well pleasing to You, and that the good Spirit of Your grace may rest upon us and upon these gifts presented and upon all Your people.
Note that the phrase “all Your people” does not say “all Christians.” It is intended to include everyone:
Again we offer You this spiritual worship for the whole world, for the holy, catholic, and apostolic Church, and for those living pure and reverent lives. For civil authorities and our armed forces, grant that they may govern in peace, Lord, so that in their tranquility we, too, may live calm and serene lives, in all piety and virtue. And remember those whom each one of us has in mind…Remember, Lord, this city in which we live, and every city and land, and the faithful who live in them. Remember, Lord, those who travel by land, sea, and air; the sick; the suffering; the captives; and their salvation. Remember those who bear fruit and do good works in Your holy churches and those who are mindful of the poor, and upon us all send forth Your mercies.
If one goes to the Anaphora of the Liturgy of St. Basil, this list is even longer and more specific.

In other words, the Divine Liturgy is not done just for the people in the pews. It is offered up for the entire world. From the perspective of spiritual warfare, Orthodox Christians (and, in particular, monastics) are front line fighters taking on the demons where they live and trying to make the world a better place through asking God to have mercy and forgive all those that we bring to mind — even those who hate us and hate God.

In context of D&D, especially when one considers such tropetastic, classic modules as B2: Keep on the Borderlands, this life style of going out to where demons reside (i.e. Chaotic monsters) and to do those things that the rest of Civilization isn’t willing to do to make Civilization a safer place is exactly what the D&D adventurer is actually doing.

The typical D&D character doesn’t quite fit into the social norms of civilized society, and may even be despised. Yet, because they are going out into the lairs of various monsters, they are keeping society safe despite themselves.

Thus, in this nascent campaign world, when charges are leveled against the Christianity/Church analogue those charges are going to be false. The Church is out to help society, to improve the lives of everyday people. They will be willing to risk their lives to do so. Thus, despite all of the risks, all of those Christians from all the various walks of life within the empire are going continue to strive in their own ways to make the world a better place.

Thursday, November 29, 2018

Gosnell as Horror

Today, I am going to take a break from my series on the Epistle of Mathetes to Diognetus to write about one of the better American movies I have seen in a long time. Recently, I went to see Gosnell. The movie follows the detectives and prosecutors involved in the arrest and trial of one of America’s most prolific serial killers; however, let’s be upfront. Despite the protestations of several of its characters and the movie’s focus on the trial and its proceedings, Gosnell is a about abortion.

This is subtly made clear by the movie’s main character, detective James Wood. In the opening scenes he is shown three times telling people in his life, “As I see it, you have two choices…” We are never told what those two choices are; however, in context of the movie the two choices are meant to be: do you side with Gosnell or not? do you side with a legal system the enables Gosnell or not? do you side with the institutions that made Gosnell possible or not?

The purpose of this post, however, is not to go on some political screed about how awful abortion is (although, I will admit that seeing my eldest daughter dance inside the womb at 11 weeks in response to the laughter of my wife has had a major impact on my opinion on the matter). Rather, it is to meditate on how Gosnell is one of the best horror experiences I have ever had in the movie theater and how that repeated statement by detective James Wood is instrumental in making Gosnell into the masterful, if unconventional, horror movie that it is.

As I have stated in the past, I am not a huge horror movie fan. I find most of it to be excruciatingly boring. For the purposes of this post, I will focus on the following reasons:
  1. I am rarely actually horrified by what I see on screen.
  2. The graphic violence shoved down my throat always pales in comparison to what my own imagination had been envisioning up until the point that the fake blood and guts started flowing.
Gosnell, on the other hand, not only succeeds in horrifying its audience, but it also trusts in the audience’s own imagination.

By framing the movie with the implied moral choice that results in Gosnell, the movie effectively implicates its audience in what is happening on screen. The audience, in part, is responsible for what happened inside Gosnell’s house of horrors. Thus, the movie effectively holds up a mirror to its audience and makes it squirm with horror at what it sees.

Gosnell also staunchly refuses to show virtually anything. Gosnell collected the feet of his victims in bottles of formaldehyde, but this is as graphic as anything shown on screen. When detective Wood finds these bottles while investigating the inside of Gosnell’s “clinic,” an abortion takes place — off screen. All we see is the blood on Gosnell’s surgical gloves. Left alone to our own imagination, the horror of what went on inside that building is amplified well beyond anything that special effects artists or CGI could ever accomplish.

This is how I run horror in my campaigns. I allow my players to have the freedom to make moral choices, to see the consequences of those choices and to leave most of the graphic stuff up to their own imaginations.

As I have said on more than one occasion, if you want to see a monster look in the mirror. Gosnell is an experience that makes you do exactly that.