Tuesday, October 25, 2016

Meditating on Jack Chick

The news that Jack Chick has passed away has been making its rounds around the blogosphere. Reactions range from the vindictive to the conciliatory. Personally, I wasn’t aware of Chick’s work or his influence on the Satanist Scare and D&D until much later in life when (ironically) the Christian faith I had rejected in my youth drew me back to actually playing the very game Chick warned would destroy my soul.

Believe it or not, I have no animosity towards Chick. In another odd twist, I am actually grateful to him. Despite the fact that I disagree with him on many issues, without Chick and his ilk openly challenging D&D, we would not have the OGL, the OSR or Hasbro putting D&D on the shelves in bookstores so that another generation can fire up the imagination in a way that only pen and paper RPGs can.

In the small picture, the Satanist Scare but TSR on the ropes. In the bigger picture, it led to a series of events that culminated in the OGL so that the game can never be taken away from us ever again.

This leads me to the main point of this post: freedom of speech. Jack exercised his right to publish his nonsense and try to convince a bunch of people that D&D was bad. In turn, others (including myself) have used our free speech to defend the game and to promote it in its various forms. To this day, people are free to decide who is more persuasive and which set of ideas is going to make their life better. I call that a win for everybody.

Unfortunately, there are a growing number of people out there that think limiting speech is a good idea. More and more people believe that they shouldn’t have to listen to ideas that challenge their own world-view. Frighteningly, there are also more people willing to use their influence and power to make that happen and to coerce, bully and forcibly shut people up.

We live in a Golden Age of RPGs specifically because of the freedom of speech that allowed Chick to voice his beliefs. Those beliefs force those of us who play this game to answer his challenges, to know this game better and to make this game better. As a consequence, we are all better for it.

For all those who think that it is okay to bully, coerce and forcibly shut people up because you disagree with them, this is a world-view that would have robbed us all of the game we know and love today. It may very well have also forced D&D into the dustbin of history.

I pray that the lesson we learn from Chick, his life and his death is not that his version of Christianity was bad, but rather that freedom of speech and the ability to be challenged by ideas that disagree with our own has made the world a better place.

Monday, October 24, 2016

Towards an Arnesonian XP System Without the Gold

Anyone familiar with my musings on how to run a campaign is well aware of my long love-affair with Arneson’s rule of 1 gp of treasure spent = 1 xp. It is genius and it is the mechanical engine that makes a sandbox-style game purr. Handing over agency to a group of players is one of the true pleasures I have as a Referee because it guarantees an experience that I cannot get by writing short stories, novellas or novels: utter surprise. I had no idea stirge meat was a delicacy in the Lost Colonies until my players decided to ask a friendly monster NPC to cook one up. To this day, this fact and all of the various consequences that are derived from this fact are some of my favorite features of the Lost Colonies campaign world.

There is, however, one glaring weakness in Dave Arneson’s xp house rule: it assumes a gold-based economy in a post-apocalyptic world where treasure hunting is an inexpensive but lucrative (if dangerous) endeavor. It won’t work in the Third Imperium. Whereas there is a lost, ancient civilization, the locations of these ruins are often tightly controlled secrets or in places that are cost prohibitive to get to. In addition, the stuff that can be found is generally cultural and/or scientific, not monetary.

One of the reasons B/X is the one RPG I would choose if I could only ever play one RPG for the rest of my life is because it best expresses (and allows for) the madness of a sandbox campaign and players armed with the near-complete agency Arneson’s xp rule grants. One of the reasons I don’t regularly Referee games like Traveller, Call of Cthulhu and Champions is that these genres and systems lend themselves much less easily to the sandbox campaign (not that they can’t).

The discussion that followed my most recent rant about 5e and xp got me thinking about how it might be possible to marry the madness of Arneson’s xp rule and a sandbox campaign to another genres where Arneson’s assumptions about the world do not or cannot exist.

At the root of this whole issue is player agency. The way in which Arneson’s rule empowers players to advance exactly how they want to is a marvel to behold. The surprise factor and the world-building and world-altering factors are huge. Therefore, here is a stab in the dark at a framework upon which to build an experience system that could potentially give me the same kind of satisfaction in other games and genres that I get from Arneson + B/X:

There are six different methods of earning experience:

  1. Party Campaign Goal: This is a task the players set for themselves as a group. The expected time necessary to complete this task should be around the 2-5 session mark. For example: The party decides that it wants to figure out where the Tomb of Horrors is located. This would have a value of 2(x) for each character where x is an arbitrary number used consistently throughout this thought experiment.
  2. Player Campaign Goal: This is a task that the player sets for their character alone. Again, this is something they should expect to take 2-5 game sessions to complete. For example: The ranger decides that he wants to take out 20 orcs, while the Magic-user wants to visit the Great Library in the Capital City. Again, this would have a value of 2(x).
  3. Party Mission Goal: Similar to the Party Campaign Goal, but is something the party wants to accomplish over the course of a single session. For example: The party wants to get to the Village of Sages in order to find out the most likely place to find a map associated with the Tomb of Horrors. This would have a value of (x) for each character.
  4. Player Mission Goal: Similar to the Player Campaign Goal, but is something the player wants to accomplish over the course of a single session. For example: The Cleric wants to cast three utility spells that actually help the party. This would have a value of (x).
  5. Secret Player Goal: This is something to help me notch up the surprise factor for both players and referee. All of the above goals are assumed to be public knowledge so that everyone has a chance to negotiate with the other players to maximize their ability to gain experience. At the beginning of each session, the player’s also write down a goal their character has for the session that no one else is privy to, including the Referee. At the end of the session, these goals are revealed to the table and experience is granted for those who pull it off. This would have a value of (x).
  6. Referee Discretion/Secret Goal: This is also an attempt to up the surprise factor. The Referee could hand out (x) experience to players who showed exceptional bravery/cleverness/role-playing etc. and/or at the start of the session, the Referee could secretly write down a goal they hope the party accomplishes over the course of that session. This, too, would be worth (x) experience.

I think this would allow enough flexibility to just about any genre to pull off a sandbox campaign as well as offer enough structure to allow players to feel empowered on how their characters advance through the system and the campaign.

Sunday, October 23, 2016

Toward an OId School 5e Monster Stat Block

My benchmark for a monster stat block is the 1ed Monster Manual because that is the stat block that I used for years in the formative youth of my RPG life. While too big for my (now curmudgeonly) taste, it does set a marvelous example for visual clarity and simplicity. In contrast to its modern counterparts, the 1ed MM stat block was perfectly happy to merely inform its user that there was a special attack (say, a breath weapon) at leave it that. The crunchy stuff was in the description. At a glance, I know all the essentials and am invited to investigate further for more details if I should so choose:
Frequency
No. Appearing
Armor Class
Move
Hit Dice
% in Lair
Treasure Type
No. of Attacks
Damage/Attack
Special Attacks
Special Defenses
Magic Resistance
Intelligence
Alignment
Size
One of the biggest headaches (literally) for me in 5e is the monster stat block. For some unknown reason, it isn’t possible to simply inform a user that there is a breath weapon. Instead, it must also be accompanied by every single bit of data about the breath weapon, as well as every other possible attack that monster is capable of. I am no longer allowed to get a handle on a monster at a glance. I am required to read all the details, because…stat block. It is visually muddy and crosses wires in my brain.

Therefore, if I am going to stay sane while DMing a 5e game I need a stat block I can understand at a glance. To that end (and inspired by the 1ed MM stat block) I would like to propose the following:
Hit Dice (with an average hp total in parenthesis)
Armor Class
Ave. Bonus (the average of all the ability score bonuses/penalties)
Attack Bonus (the total of the Proficiency Bonus, Str bonus and any special bonuses)
Damage/Attack
Advantages (including any listed skills)
Disadvantages (including any listed weaknesses)
Special Abilities (with no elaboration)
Alignment
Size
For all non-combat rolls, I use the Ave. Bonus (and can adjust that up or down depending upon how I want the monster to run). For all combat rolls, I use the Attack Bonus. If I need to understand a special ability, I can look in the description or just make it up as I go along (which I’d probably do anyway).

As an example, here is the 5e Goblin as represented by my old-fangled stat block:
Goblin
Hit Dice: 2d6 (7)
Armor Class: 15
Ave. Bonus: 0
Attack Bonus: +4
Damage/Attack: 1d6+2
Advantages : Stealth
Disadvantages: none
Special Abilities: Nimble Escape
Alignment: Neutral Evil
Size: Small
Goblins usually wear leather armor and carry a shield. They are armed with scimitars and short bows. When using their Nimble Escape ability they can use a bonus action to either disengage or hide. Goblins are used to living underground and have dark vision 60ft.
This makes sense to me. I can riff of this info in seconds and I know how to run a group of goblins without having to give myself a headache.

Friday, October 21, 2016

What I Mean By 5e Lite

Yesterday, when I mentioned the idea of a 5e Lite, Michael Bugg enthusiastically agreed by pointing out the large about of fluff text that exists in the 5e core books. Whereas that would reduce the page count and give an editor an opportunity to make the rules clearer and more concise (meaning I might be willing to buy to them), this is not what I had in mind. My vision of 5e Lite is far more radical.

If we strip down each class to their fundamental core, what we find are Hit Dice and several categories that players are allowed to apply their character’s proficiency bonus to:

  • Armor
  • Weapons
  • Tools
  • Saving Throws
  • Skills
  • Spells and Spell-like Abilities

There are four types of hit dice (1d6, 1d8, 1d10 and 1d12). There are four types of Armor (light, medium, heavy and shield). There are four categories of weapons (a partial list of simple weapons, all simple weapons, simple weapons plus a partial list of martial weapons and all martial weapons). There are up to six Saving Throws (one for each ability score). There are any number of tools and skills. Spells and Spell-like Abilities can be categorized any way you like.

What we have here is a framework for a character build for just about any genre you want. Arbitrarily assign a number of build points that can be assigned to any of the above categories. For example, a Fighter might look like this:

  • HD: 3pts (d10)
  • Armor: 4pts (all armor)
  • Weapons: 4pts (all weapons)
  • Saving Throws: 2pts (Str & Con saves)
  • Tools: 0pts
  • Skills: 2pts (two skills)
  • Spells: 0pts

This build would cost 15 points.

Spells could be broken down to their mechanical core, as I have done with the spell list from 0e in my Ye Auld Skool Spell Creator. Each character build point could purchase the character an ability to use one of the 16 base spells. Each spell would have a basic DC in order to cast it (say 5 or 10 DC). Thus, characters should be able to auto-cast some of the simplest spells. As mechanics are added to these basic spells, the DC goes up by 5 for each mechanic. As the character goes up in level, it is possible to cast harder and more powerful spells. Due to the mechanical nature of this set-up, these “spells” can be dressed up any way the genre requires: mental powers, mutations, super powers, etc.

With this approach, 5e is transformed from the complicated mess it is now to a simple, streamlined system that can do just about anything you want it to without a lot of complications.

This is what I mean by 5e Lite.

Thursday, October 20, 2016

More 5e Thoughts (And a Gauntlet Thrown)

Over the course of the past several days, I have been trying to typeset a 5e Players Guide to the Lost Colonies in order to reflect some of the ideas I expressed in my last post as well as ideas that are campaign-specific. What a nightmare. I have gotten through what I hope is the messiest part, but I still have a lot of editing and re-organizing to do. This whole experience has cemented the idea that my major complaint about 5e has almost nothing to do with the system.

I will never spend a dime on the core books because they are a hot mess. Seriously, anyone out there who has played a 5e Paladin, you have my sympathy. I took me days to typeset and organize the paladin-as-cleric because, in order to understand the rules for some class features, you have to go to two or three different places in the class description to get a full picture. Even then, a lot of stuff needs several reads in order to interpret the rules.

Now, as an old-school grognard I don’t have any issues with rules that can be interpreted in multiple ways on principle, but 5e presents as such a complicated system that to have rules that are difficult to interpret is not something I appreciate, at least in context of trying to produce an ordered and understandable version of the paladin for my own campaign world.

On the flip side, this experience has demonstrated to me that 5e, at its core, is an extremely simple system. Simply put, it takes the bare bones of a typical d20 system (six ability scores, hit points, armor class, etc.) and strips it all down to the concepts of the Proficiency Bonus and the ideas of Advantage/Disadvantage.

The Proficiency Bonus is a very simple way of expressing that a character is good at something — anything from weapons, to skills, to tools, to saving throws. Advantage/Disadvantage is an extraordinarily elegant way to express bonuses and penalties for virtually any situation in the game.

5e then builds upon this very simple framework a baroque/gothic nightmare of complexity. Whereas I like the idea of using the paladin as a cleric and the warlock as a magic-user, I am less than thrilled about the sheer amount to rules necessary to pull this off. Swords & Wizardry Light (a complete game) will be four pages. That is less than the page count necessary to explain a single class in 5e.

At the heart of all this, however, is a system that I think will make the world of RPGs better. I don’t think I am the man to do it, but there is a 5e-Lite begging to shake off all the excess that WotC have piled onto this system. Indeed, I think the system is elegant enough to pull off just about any genre that you can throw at it.

Here is hoping that someone, someday picks up the gauntlet and produces a 5e-Lite that will make the process of tooling 5e into any genre we want easier than what I am putting myself through now.

Saturday, October 15, 2016

5e and The Lost Colonies

When the current party I am GMing created its characters, I had yet to get my hands on the core books and was operating solely with my reading of the Basic version of 5e. As such, I limited the choice of classes to the archetypal four found in Basic: Cleric, Fighter, Rogue and Wizard. This made my life easier and, as I explained to my players, all of the other classes are really just variations of those four classes.

Having now read the PH and getting a better handle on both the system and the classes I have come to a rather surprising conclusion: if I were to do it all over again, I would have limited the class choice to three, but not the three one might expect.

I say three, because when I first started the Lost Colonies campaign world so many years ago that is exactly the number of classes I allowed (plus the race-as-classes of B/X). I got rid of the thief and wanted to see what the game would feel like with only the three classes of 0e. It worked surprisingly well. When new classes were introduced, it happened organically because of events within the campaign.

I also intellectually like the conceptual and mechanical balance associated with the three classes: Fighters fight, magic-users use magic and clerics are something in between (which, in practice, leaned more towards fighting than magic). This balance, however, does not really exist between the three core classes in 5e. While fighters still fight, the differences between clerics and magic-users have been blurred so much that it is hard to tell the difference without seeing the mechanics behind the special effects.

Thus, the three classes I would use in 5e to emulate that 0e feel I was going for when I first began using the Lost Colonies are:

  • Fighter
  • Paladin (in the place of the cleric)
  • Warlock (in the place of the magic-user)

In the Lost Colonies, all clerics worship the same god. I don’t need different Domains to represent different pagan cults. The paladin better represents a monotheistic set-up. They also don’t get their spell-casting abilities until 2nd level, just like B/X and 0e. In addition, they have fighting skills like a fighter, but don’t have as broad a choice nor are as good at them in the long run as the fighter is.

The warlock is the best D&D representation of the idea that arcane magic is a dangerous thing. It also is the closest I have ever seen D&D get to one of my favorite magic systems — the Elric RPG where demons and elementals were bound into items in order to get magical effects and spells. In addition, this also is a really good analog for the idea that pagan clerics are really magic-users dressed up to look religious.

Obviously, the various patrons for PCs would have to be tweaked else the cleric (paladin) and magic-user (warlock) would not get along very well. My initial thoughts are these: The Summer Queen/Winter King (a variation of the Archfey patron), the Dragon Kings (ancient metallic dragons, which could be a variation on the Great Old One) or the Celestials (archangels, which could be a reverse variation on the Fiend). Since these arcane casters have cantrips and can be really good casters at first level, they are much better at casting than clerics (paladins) who get no cantrips. Thus, it better cements the cleric (paladin) as a tweener whose magic comes from a much different source than the magic of the magic-user (warlock).

For those who want to play a thief, I will provide a background called Thieves’ Guild which will provide all the skills and connections necessary to play one, while still being one of the three core classes. Ironically, this set-up probably does a better job of emulating Fafhrd and the Grey Mouser than any version of D&D ever did.

In the same vein, for those that want to play a barbarian, bard, druid, ranger or monk I will provide a background which will encompass all the skills and backstory necessary to play one.

BTW this is yet another reason I think the background mechanic for character creation is such a brilliant idea. I get to have a much simpler version of 5e by limiting it to three core classes and players can customize these three core classes to emulate all kinds of cool characters without hardly any mechanical shenanigans.

Friday, October 14, 2016

Meditating on 5e Character Creation

Surprisingly, one the things that I really like about 5e is its character creation. I would venture to guess that there really isn’t anything I don’t like about it. This takes me aback because I normally don’t like point builds nor skill systems, but 5e manages to do both in ways that make this old curmudgeon smile.

The characteristic point-buy system of 5e doesn’t really have to be a pure point buy system. The game provides a standard array of scores: 15, 14, 13, 12, 10, 8. This scratches the old-school itch in me that likes the challenge of “this is what you have to work with” that I get when I roll 3d6 in order. While it does provide quite a few bonuses in the balance, unless you specifically dump a +2 bonus on that ‘8’ you are going to have to deal with a penalty on one characteristic. I like this a whole lot better than any of the methods suggested in the 1e DMG to help inflate stats. It also has the advantage of being quick and easy.

The 5e skill system also doesn’t really present as a true skill system. This is in large part due to the relatively small number of skills and the broad manner in which they can be described. In other words, rather than telling players what they can’t do (ala traps that can only be disarmed by a Rogue in 3e), they allow players a means of describing unusual ways to tackle problems.

For example: if my character is having a hard time deciding whether or not the local noble is trying to pull the wool over his eyes but doesn’t have access to the skill Insight, I could argue that his expertise in History might give me a clue as to whether or not the details of the noble’s story jives with what my character knows about the history of the area. This encourages creativity and thinking outside the box rather than limiting roleplaying to roll-playing.

I love the fact that each character has starting equipment packages depending upon their class and background. This gets everybody off the ground running with an appropriate and well-rounded set of equipment that still leaves room for player choice.

The one part of 5e character creation that I think is truly great, though, is the Background system. With the use of 4 or 5 random tables rolls (gotta love those random tables!), players get to piece together an origin story and character motivation that makes their character unique right out of the gates without having to put a lot of effort into the creative process or having to rely upon mechanical bells and whistles. The fact that this background system is easily adaptable to virtually any DIY game-world is brilliant.

By the book, it was the background system of 5e that allowed me to give a bunch of young teenagers and their strange out-of-the-box ideas the characters they wanted to play without any real effort on my part. Thus far, this is my favorite part of the 5e rule set and is something I will happily graft onto all future campaigns I run from now on.

As an example of the wonderful variety this background system can produce, here is what the party of six characters look like in my current campaign:

  • A dwarven fighter who used to be a librarian and is now trusted by his clan with an ancient text that should never be allowed to fall into the wrong hands.
  • A half-elf fighter who used to be a medic in an army. Sick and tired of seeing his friends die, he cynically doesn’t want to make any more friends, but will never abandon them when he finally does.
  • A human cleric who wants nothing more than to help any in need despite the fact that she distrusts people and expects the worst of them.
  • A human wizard who is working on a scientific journal dedicated to the ecology, biology and sociology of dragons.
  • A human rogue whose specialty is forgery and multiple identities because she is a noble on the run whose family has all been assassinated.
  • An elven rogue who belongs to the Tinkers Guild. When she wasn’t allowed the funds to do research on automatons, she stole them from the Guild’s coffers. She is now off in the world trying to prove that her research can become a reality.

This stuff was produced by a couple of wild ideas and a bunch of random rolls. I have often lionized random tables and the wondrous things they can yield and this is yet another example of that goodness.

Thursday, October 13, 2016

I'm Back and Playing (and Ranting About) 5e

For those of you who don’t know, I have not been playing anything for a number of years now. My youngest was in and out of the hospital for about three years battling for her little life and we have been struggling to find what can only be called a new normal.

When things began to settle down, I found that the group that I had played with had moved on in life, as so often happens. Some began families and have to deal with the time realities that such an endeavor requires, some left town to go to school or back to school and one even went off to the military. Thus, I really haven’t done anything with this hobby let alone something worth blogging about.

Recently, however, my oldest got together with a bunch of her friends and asked me to be a GM for their group. The system of choice was D&D 5e. As a consequence, I got my hands on the core books for the first time. The Basic 5e .pdf release from a few years back did nothing to convince me that I should fork over $40 for a Players Handbook let alone $120 for all three core books.

As I wrote back then, when I took a hard look at the free .pdf release, there are things to like about the new system; however, all of them are things that can easily be grafted onto my (still) favorite version of the game: B/X and its clone Labyrinth Lord.

Now that I have had the core books in my hands and have had to use them at the table, I can with certainty proclaim that they most definitely are not worth $40 for a PH let alone $120 for all three core books. What surprises me, however, is that this declaration has less to do with the system itself, and more to do with the way the game is written, laid out and typeset.

These books are really hard to use. The visual style is chaotic, confusing and hard to read. The best of the bunch is the PH and its a nightmare. The page numbers are not only too small, but are a light color on top of another color. The index requires a magnifying glass. I have yet to really understand the logic of why the book is laid out and ordered the way that it is. For example: races aren’t alphabetical, but the classes are?

While I will admit that the DM Guide does have a bunch of useful information for a beginner, a good chunk of that advice runs counter to my own predilections. The only reason for me to own that book is the magic section and (especially since I own several versions of the game with their own better organized version of magic items) $40 is way too much.

Lastly, I despise the monster stat block. It is visually cluttered and overly complicated. For someone who has written and typeset modules, my least favorite part of the process is monster stat blocks. Swords & Wizardry has the best, and even then it is still a task. 5e requires all six characteristic scores and their bonuses!? Put that mess on top of all the ridiculous artsy crap that fills every single page of the MM and you have something that I would prefer to use as a fuel for a fire rather then something I have at the table. It gives me a headache just thinking about it.

So, yeah, the only book I’d be tempted to buy is the PH and only if I could find a deal that would put it in the $20 range. Even then, it would only be used as a reference so that I could typeset my own more table friendly version. Fortunately, I can do that legally now (and I may not even ever have to purchase a core book to do it!).

Systemically, I am going to do my best to play this particular campaign according to the book so that I can see how it plays, with one major exception: the XP rules. Just no. I can appreciate the faster progression at lower levels (especially given the fact that I am working with a group of young teenagers used to the instant gratification of cell phones, the internet and video games). What I can’t abide is that it is has everything to do with killing stuff (or accomplishing missions if you use the alternative options in the DMG) and nothing to do with gold for xp.

I cannot say enough about Dave Arneson’s 1 gp of treasure spent = 1 xp. It does such an incredible job of emulating a character investing in himself or herself. It also places almost all of the agency of how a character progresses through the game into the hands of the players.

For example: Lets pretend that there is a dragon with a requisite hoard living in close proximity to the PCs.

In 5e the only way to get experience points out of this reality is to kill the dragon unless the GM is kind enough to give you a mission associated with the dragon hoard. In other words, the only agency the players have is whether or not to risk going up against a dragon.

If one uses the Dave Arneson formula, the players are in almost complete control of how the existence of this dragon and its hoard will affect their advance in levels. They can kill the dragon, they can steal from the dragon, they can go on other adventures get enough treasure to do research about how to hide from or defeat or capture a dragon (which would mean getting experience points by spending that treasure), etc. Once they get whatever amount of treasure they want from that hoard, the players get to decide how that treasure is used to express how their character gets to the next level. They can go on a massive bar crawl, they can invest in cargo that will be traded for by merchants hired by the characters, they can begin building a house/temple/castle/bridge/bar/whatever, they can buy a fancy outfit to go visit the king, etc. How the character spends that treasure says a lot about who they are and that choice and agency is almost entirely in the hands of the player — not the game, not the system and not the GM.

So, using the training rules from 1e, I determined that the average price of advancing to the next level from 1st-9th level (when training is necessary) is approximately 36% of the total needed for that level. Thus, the one house rule I am using in this campaign is that players must spend a minimum amount of treasure equal to a third of the required xp to gain a level. In other words, if a 1st level character stole 300 gp from the aforementioned dragon hoard and spent it, they would gain a level. If that same 1st level character defeated a group of goblins worth 300xp, they would be stuck at 1st level until such time that they found 100gp and spent it.

I will grant that this has less player agency than I would like, but it is the only way I am going to be able to experience the 5e level progression while teaching these kids about player agency.

Now, despite all my curmudgeonly griping, I do think that 5e has a lot to offer the game and I look forward to seeing what works, what doesn’t and what modular bits and pieces I steal for my default Labyrinth Lord game.


Friday, May 29, 2015

Five Monarchs Campaign: Character Sheet

After much discussion (two positive votes and a sentiment that it is far more descriptive), Five Monarchs Campaign it is.

If I have one major complaint of RPGs as a whole, it has to be the Character Sheet. Off the top of my head, I really only like two that were supplied by the game itself: the 1e AD&D goldenrod sheets and 1e Champions. Even I wonder if both of these have more to do with nostalgia than functionality or appearance (although the 1e Champions CS was really functional).

It seems that the best Character Sheets are almost always a blank sheet of paper that is slowly built into a character sheet, or those created by folks who have played the game and know how to organize the information necessary for handy use.

This doesn't stop me from wanting or wishing for truly inspired Character Sheets. Even when that blank sheet of paper evolves into a record of a really interesting character and campaign, there is part of me that always wants a character to graduate to an "official" Character Sheet worthy of the character it records.

I mention this because FASERIP is particularly egregious in the category of ugly Character Sheet design and because I plan on playing this campaign with my kids. Part of the attraction and nostalgia I have for those goldenrod and 1e Champions Character Sheets is that they are part of my education on how to play those games and RPGs in general.

Therefore, I am keen on having a cool and informative Character Sheet to give to my kids when we play. I am hoping this fits the bill:


Monday, May 25, 2015

FASERIP: The Five Monarchs

I now have a couple of working titles for this campaign, but neither has really charmed me yet:

  • The Five Monarchs Campaign
  • Chasura City Campaign

Let me know in the comments which one you like better.

So, originally I was going to have the five monarchs based on the five colors of the rainbow (as originally postulated by Isaac Newton) with a mix of Eastern and Western elements to color the special effects of campaign powers. I was reminded, however, by Svafa of wu xing. I quickly realized that this elemental model was a much more useful than the one I had come up with. Not only does each element have more special effects, but there are far more implied relationships between the elements.

What follows is a summary of each Monarch, their organizations, goals, relationships and special effects of the powers their vassals exhibit when using their powers.

Red Monarch


Element: Fire

Sp. Effects: Light, Fire, Radiation

Likes Working With: Wood

Rivals: Water, Metal

Cover: UTU (United Trade Unions)


Goals: The Red Monarch wants to return to normal time and space by any means possible, short of destroying the city or its people. The UTU is a loose confederation of workers with ties to criminal gangs and politicians. They are not afraid to use violence, terror and crime to further their agenda; however, murder is not deemed as an acceptable method of coercion. Murderers are hunted down and turned over to the CCPD. UTU works closely with the CCPD, especially through its political influences because despite wishing to return home, the status quo is better than trying to push Chasura City into some other kind of space or time.

Yellow Monarch


Element: Earth

Sp. Effects: Gravity, Rock, Sand

Likes Working With: Fire

Rivals: Wood, Water

Cover: GeoTech (does much of the construction/infrastructure found in Chasura City)


Goals: The Yellow Monarch is obsessed with researching the space and time in-between in order to find a guaranteed safe way of moving Chasura City back to normal space and time. Going into a different space and time is deemed too dangerous for Chasura City and its people. GeoTech works closely with UTU because of similar goals and as a means of keeping the more dangerous impulses of UTU in check.

Green Monarch



Element: Wood

Sp. Effects: Wind, Sound, Mind

Likes Working With: Water

Rivals: Earth, Metal

Cover: CCPD (Chasura City Police Department)


Goals: The Green Monarch wants to protect the status quo and keep the city safe. It is more dangerous to try to remove Chasura City from its current state in-between time and space than remaining in its current state. The CCPD keeps very close ties with CCE in order to monitor their actives and minimize the effects of their radical efforts. CCPD has used CCE to shut down various experiments by other factions simply by denying them access to CCE’s power utilities.

Blue Monarch


Element: Water

Sp. Effects: Electricity, Fluids, Shadow

Likes Working With: Metal

Rivals: Fire, Earth

Cover: CCE (Chasura City Energy)



Goals: Ever since Chasura City shifted into its current state in-between time and space, the Blue Monarch has discovered a variety of potential power sources unknown in regular time and space. The Blue Monarch believes that these power sources indicate a space-time that has far more to offer humanity than does regular time and space. Using CCE and several secret underwater research facilities, the Blue Monarch wishes to push humanity forward into this new reality by any means possible, short of destroying Chasura City or its people. CCE works closely with AESTech due to their similar goals.

Purple Monarch


Element: Metal

Sp. Effects: Iron, Ice, Ether

Likes Working With: Earth

Rivals: Fire, Wood

Cover: AESTech (produces much of the hi-tech/electronic devices found in Chasura City)


Goals: The Purple Monarch is obsessed with researching the space and time in-between in order to find a guaranteed safe way to move Chasura City into a new space and time, because to go back would be too dangerous for those in normal space and time. AESTech works closely with GeoTech because, despite having different goals, both are dedicated to safe research. The more they know about their current state the safer it will be to move beyond it.

Saturday, May 23, 2015

Saintly Saturday: St. Michael the Confessor

Today is the Feast of St. Michael the Confessor who was from Synnada in Phrygia in what is now modern day central Turkey. From a young age he wanted to become a monk, so he travelled to Constantinople. There he met another young man seeking the monastic life who would eventually become St. Theophylact (celebrated on March 8). The two received the blessing by Patriarch Tarasius and entered a monastery on the Black Sea, where both men distinguished themselves.

All of this happened during the era of iconoclasm. Patriarch Tarasius had convened the Seventh Ecumenical Council in defense of icons and was in need of iconodule bishops. Both Michael and Theophylact were persuaded to become such bishops. Michael went back home to become the Bishop of Synnada and Theophylact became the bishop of Nicomedia.

In A.D. 813 Emperor Leo V the Armenian came to power. Seeing recent defeats against both the Bulgars and the Arabs as a sign that the iconodules were wrong, Leo V adopted iconoclastic policies and began to persecute iconodules including both Sts. Michael and Theophylact. Both were exiled. Michael died while in exile about the year A.D. 821.



Given the fact that St. Michael was at a monastery on the Black Sea and his friend St. Theophylact became the bishop of Nicomedia, it seems that it is time for me to expand upon the Sea of Marmara campaign setting. The life of St. Michael seems to suggest a few interesting wrinkles to the immediate history of the campaign.

Leo V the Armenian came to power primarily because he was a good general. Being an iconoclast was as much of a political move as it was a theological one — it placated the iconoclastic Arab Muslims long enough for him to push back and make peace with the Bulgars. Although he seemed to be a good administrator and skilled on the battlefield, he was not as skilled in politics because he was brutally assassinated on Christmas day A.D. 820 by his own generals.

This suggests that the heresy being supported by the Lawful powers that be is a second wave of the heresy and that those powers have been very successful at protecting their territory from outside threats. In past posts, I’ve postulated that Nicomedia and Byzantium are two different political entities. The life and time of St. Michael suggest that one is actually pagan or humanoid. Given its relative isolation to other significant locations on the map, Byzantium seems to fit the pagan/humanoid bill better than Nicomedia. Thus, the Lawful ruler of Nicomedia, although a heretic, is tolerated by the average citizen because he has brought a relative peace and stability to the area.

The persecution of iconodules under Leo V was aimed primarily at monasteries, therefore this fits very nicely into the idea that the Mountain of Skulls was ransacked by the Lawful ruler of Nicomedia, making the evil being guarded there free to wreck havoc. Part of the background noise could very well be a plot to assassinate the ruler by his closest allies to either cover up or in retribution for the mistake of ransacking the monastery.

Finally, since St. Michael’s friend St. Theophylact was deposed as the bishop of Nicomedia by Leo V, it follows that the rebel monks who are fighting against the Lawful ruler of Nicomedia are led by the former bishop of Nicomedia who also happens to be a monk.

Friday, May 22, 2015

Meditating on OSR Innovation

Another bandwagon I am compelled to hop onto is this meme about innovation in the OSR: rules or settings? First, let me get this out of the way: when hasn’t the OSR been innovative? Seriously. I will grant that we can look like a bunch of reactionary grey bearded curmudgeons, but from the get go we have been pushing rules written at various times in the 70s and 80s in all kinds of interesting directions. Why are people looking for the next Tékumel or Blackmoor when there are literally as many astounding worlds as there are bloggers?

For example: part of the “complaint” about innovation is getting beyond 2000 cp in a dusty room…a reference to all the whinging about the Dwimmermount experience. How wasn’t Dwimmermount innovative? I said this before and I will say it again — James Maliszewski pushed us all to deal with, understand and chew on the concept of the megadungeon. Regardless of what you think about how his Kickstarter was handled or whether or not you care for the final product, the whole experience has made the hobby better.

For myself, I was never much influenced by Tékumel or Blackmoor. I hold no special place in my heart for either of these products, nor do I have any real interest in investing much time on either product. The same can be said of most setting products. Those who read this blog know that I have never played a single game in either Greyhawk or Forgotten Realms. The guys I play with have always been DIY when it comes to world building.

On the other hand, new systems don’t really float my boat either. Look at me, my favorite system was written back in 1981 and, when push comes to shove, I’d be happy playing nothing but B/X for the rest of my life.

What do I really want in a product? I want to be able to use it at the table. This either means that I can easily plug and play with an adventure or have a product that gives me awesome ideas that are easily applied to my games. This is the best way to be innovative, because there are so many products out there that are not very easy to use. Let me give you a couple or three examples of what I believe are innovative products:

Demonspore by Matt Finch
This is one of the best adventure modules ever produced by the OSR simply because it is designed to be plugged into an existing dungeon. It doesn’t have to be, but it can and I did and it was brilliantly easy to do.

Realms of Crawling Chaos and Starships & Spacemen 2e both by Goblinoid Games
Both of these products are plug and play tool kits for Labyrinth Lord (though S&S 2e can function as a stand-alone game). Frankly, anything in the Labyrinth Lord line is designed to be modular so that if I want to do a Star Trek/Flash Gordon/Horror/Mutant Apocalypse mash-up without house ruling everything, I can. Indeed, I have yet to fully take advantage of all of the modular goodness provided in RCC and S&S 2e.

This whole discussion began with JB of B/X Blackrazor and his problems with the game White Star by James Spahn. Personally, I really appreciated JB’s perspective. I was pining over the game because of the excitement generated around this section of the internet, but my gaming budget is still Free. JB let me realize that I would have had buyers remorse if I’d scraped together the cash to buy it.

Like JB, I worked on my own version of a Flash Gordon-esque version of BX/0e but abounded it because it wasn’t a game I really ever wanted to play. Now, before I get accused to being bitter about Spahn’s success in the same way JB did, I have already shared what fruits came out of that whole experiment.

Way back when, I did a series of posts stripping the 0e spell list of special effects in order to create a system to build new spells based on 0e assumptions. I shared it as Ye Auld Skool Spell Creator. What may not be obvious is that this whole project began as an attempt to create a tool kit for creating Jedi-like powers for a sci-fi version of BX/0e so that my version of a Star Knight (or whatever else you want to call it) wouldn’t have to have Bless or Purify Food and Drink on their spell list.

Speaking for myself, this is not the best thing I’ve ever shared with this community; however, I do believe that it is the closest thing that I have ever produced that demonstrates what I want in terms of the Rules vs. Setting discussion. It is innovative in the way I want my OSR products to be innovative: I can use it at my table to create my vision of a sci-fi campaign or add cool new spells to my 0e-inspired games.

In other words, I don't need publishers to give the new Tékumel or Blackmoor, I want them to give me cool tools to help me make it myself.

I Love Lawful Stupid

I am going to hop on the bandwagon and throw my two cents worth at the alignment question asked over at Tenkar’s Tavern. It should be obvious to anyone who has read this blog over the years that alignment is an important part of the game to me, since I have spilt so much digital ink on the subject; however, I am not going to re-tread over that ground. Rather, I’d like to spend some time with the phrases, “Lawful Stupid” and “Chaotic Selfish.”

As a player and as a GM/Referee/DM/whatever I love “Lawful Stupid” characters and I find “Chaotic Selfish” characters to be utterly boring. It is much more challenging as a player to bring a Lawful Stupid character to life in a meaningful way. The choices they make and the reasons they make them are often alien to even to my own predilections. As such, they push me as a player — especially if I want this Lawful Stupid character to find a way to survive holding the bridge from a small army of goblins as the party gets away with the prisoners we’ve just rescued. That is fun to me — finding that creative balance between fulfilling the Lawful Stupid role and finding a way to accomplish some of the primary goals of the typical player — survive, get enough treasure to level up, etc.

Just going around a world being chaotically selfish is neither challenging nor particularly very fun. From a player POV, it is so easy to do and I’ve done it so many times that I am not really interested anymore.

From the perspective of a GM/Referee/DM/whatever, my favorite aspect of the game is seeing how my worlds interact with player action. Lawful Stupid characters are the ones most likely to have the greatest impact — even in death. Think about how many Lawful Stupid people the world lionizes verses the billions of Chaotic Selfish people that we bump into every day. My worlds evolve and become living things when Lawful Stupid characters do their thing — most especially when they are creative about it. All Chaotic Selfish characters do is allow the status quo to be the status quo.

Tuesday, May 19, 2015

FASERIP: My First NPC

If there is one main feature that sets FASERIP apart from Marvel Superheroes and other renditions of the system is its use of a Campaign Rank. This is a rather simple concept which standardizes the power range of all of the characters in the game. For example, a standard comic book-style campaign would have a Campaign Rank of World Class (Wc30). Thus, all of the character’s ability scores and powers would be based off of a rank of Wc 30. While some abilities and powers might be significantly lower or higher than the Campaign Rank, every PC in the campaign is going to be around the same in terms of power.

I love this, not only from the perspective of ensuring that every player is going to have the mechanical ability to contribute to the game, but it also allows the mechanics to be tailored to a specific campaign concept. For example, in my K-inspired FASERIP campaign, I want the power levels to be on the low side, where an average PC will have powers around the rank of Average (Av 6) to Decent (Dc 10). It also allows me to have what might otherwise be considered a rather low-level or average powered NPC actually be quite powerful given the Campaign Rank. All in all, it is a rather elegant addition to the system.

To that end, here is an example of one of the most powerful NPCs my players might encounter during a typical session of this K-inspired campaign (which really needs a better name):


The Whistler


AKA Allen Green

Fighting: World Class (Wc 30)
Agility: World Class (Wc 30)
Strength: Great (Gt 20)
Endurance: Fantastic (Fa 40)
Reason: Great (Gt 20)
Intuition: World Class (Wc 30)
Psyche: Astounding (As 50)
Health: 120
Karma: 100
Wealth: Average
Fame: 0

Powers:
Superspeed (Gt 20)
Vibration Control (Gt 20)
Force Field (Gt 20)
Emotion Control (Wc 30)

Specialties:
Leadership

Allen Green is a vassal of the Green Monarch. He is the leader of a specialized police force that is charged with keeping the peace between the vassals of the Five Monarchs. He is more commonly known as the Whistler because all of the powers he exhibits are based on the control of sounds and vibrations. Besides using the vibrations that result from striking the ground with a cane, the most common way he manifests his powers is by whistling. The is particularly true when he uses his Emotion Control powers to help calm volatile situations or when he is using his superspeed (which manifests itself as an ability to “draft” behind sound waves).
For those interested, this NPC was created using the Character Creation rules in FASERIP.

Monday, May 18, 2015

FASERIP: A Campaign World

I have to make a confession. My kids want to play RPGs with me, but I have traditionally struggled with creating a campaign suitable for them and what they expect from a game with dad. As you might expect from a guy who has a quote from HPL over on the sidebar, my default position (especially when it comes to fantasy) is rather dark. Even when I specifically set out to create a world in which I expect my kids to play, inevitably my creativity takes me down a dark ally out of which I can’t remove myself or my train of though, especially given that mechanically old-school D&D is pretty deadly.

One of the reasons I am so enthused about FASERIP is that it is an opportunity to play a game as written that is lighter and less gritty than my usual RPG fare. As such, I plan to rip off an idea I was originally toying with for a game with my kids that seems to fit really well with a ‘K’-inspired FASERIP campaign.

One of the themes found in ‘K’ is that the power that the Kings are able to wield is significantly greater than any of their vassals. This power is of such magnitude that a misuse of it in the past changed the geography of Japan. In FASERIP terms, the Monarchs are Shift 1 + in terms of their power; however, they will not use it unless absolutely necessary. Thus, all of them operate through their vassals who are incapable of wielding the kind of power the Monarchs can bring to bear.

One way in which I want to play this up is by placing the city in which the campaign takes place in a fairly precarious situation. As in the series ‘K,’ there will have been a major disaster which to the people outside the city resulted in the complete disintegration of that city. In reality, the city and its immediate environs were not destroyed, but rather “shifted” in-between time and space. The Monarchs all suspect that this event took place as a consequence of their use of their power. Thus, all of them fear what might happen if they do so again.

This “shifted” reality allows me to have dream-like elements to the campaign such as buildings, doors or other such anomalies that can show up inside that city and then disappear. These places can contain beasts and devices and things of all kinds of genre-bending goodness.

The conflict that occurs between the Monarchs all comes out of how each wants to solve the problem of the “shifted” existence of the city and the anomalies that occur as a result. Some want to return to the time and space from whence they came. Others fear further harming the world they came from. Still others want to explore the possibility of pushing the “shift” into another dimension or parallel world.

Thus, when a mysterious door shows up on Main Street, the vassals of all the Monarchs come out of the woodwork. Some want to find out what is on the other side of the door, some want to destroy the door and yet other will try to prevent either from happening.

Saturday, May 16, 2015

Saintly Saturday: St. Musa

Today is the Feast of St. Musa. Rather than have me summarize her life, I am simply going to quote St. Gregory the Dialogist and his account of her life:
Neither must that be forgotten, which the servant of God before mentioned, called Probus, used to tell of a little sister which he had, called Musa: for he said that one night our blessed Lady appeared unto her in vision, shewing her sundry young maids of her own years, clothed all in white: whose company she much desiring, but yet not presuming to go amongst them, the Blessed Virgin asked her whether she had any mind to remain with them, and to live in her service: to whom she answered that willingly she would. Then our blessed Lady gave her in charge, not to behave herself lightly, nor to live any more like a girl, to abstain also from laughing and pastime, telling her that after thirty days she should, amongst those virgins which she then saw, be admitted to her service.

After this vision, the young maid forsook all her former behaviour: and with great gravity reformed the levity of her childish years: which thing her parents perceiving, and demanding from whence that change proceeded, she told them what the blessed Mother of God had given her in commandment, and upon what day she was to go unto her service. Five and twenty days after, she fell sick of an ague; and upon the thirtieth day, when the hour of her departure was come, she' beheld our blessed Lady, accompanied with those virgins which before in vision she saw to come unto her, and being called to come away, she answered with her eyes modestly cast downward, and very distinctly spake in this manner: "Behold, blessed Lady, I come, behold, blessed Lady, I come": in speaking of which words she gave up the ghost, and her soul departed her virgin's body, to dwell for ever with the holy virgins in heaven.
St. Gregory is a very interesting person. He spent many years in Constantinople as a papal legate, returned to Rome to become bishop, is credited with one of the liturgies that the Orthodox Church uses to this day and, using Byzantine Chant as a basis, created what is now called Gregorian Chant. The above quote comes from one of his many writings, most of which were written in the literary form of the dialogue (thus his title).

St. Gregory the Dialogist

It reminds me that dialogue plays a critical role in the history of this hobby. For me, at least, the most useful and formative texts found in the various editions of RPGs still are the examples of play, which take the form of the dialogue.

These introduced me to the idea, not only of how to play the various games we play, but that the creative process can be a collaborative experience. Indeed, I must confess that as much as I enjoy writing, drawing, painting, etc. all of these pale in comparison to those moments when my own creativity collides, conflicts and cooperates with someone else’s creativity.

RPGs are, in a way, a singular form of creative expression. I have spent many hours of my life creating worlds with their own rules, characters, histories, etc. I have, however, never really been interested in producing novels, novellas or short stories about any of them. As much fun as it is to create them, they never become alive to me with out the interaction with other people via an RPG.

Life is full of surprises and it is only when one of my worlds collides with the manic force of other people’s creative personalities that my worlds truly surprise me and become living things. This is especially true when dialogue happens at the table when NPCs and PCs interact. When it comes to the most important and critical moments in any campaign I have ever run, all of them are because of a relationship the PCs formed with a monster and/or NPC.

The wonder that I hold for that moment, when a world breathes for the first time because someone else’s creative spirit collides with my own is why I have played RPGs most of my life. This moment in time cannot be found in writing novels, plays, or movies. It cannot be found in playing or writing computer games. It cannot be found watching great TV or movies. It can only be found at the gaming table. It is why when (as now) I have not been in places, times or situations where I can play, I pine for the moment when I can. I expect to feel this way for the rest of my life.

Friday, May 15, 2015

FASERIP: Inspirations

I would not call myself an anime fan. Giant robots and demons bore me and these seem to be the focus of much of the genre. There are, however, a fair number of exceptions that I do enjoy, so I occasionally poke around to see if anything piques my interest. The most recent of these finds was the series K.




I really enjoyed this, because it is a meditation on what it means to be a king and what it means to be a good king. In the end, the person the series declares to be the best king is rather unexpected and, frankly, quite moving.

I mention this, because it has got me itching to poach a bunch of ideas from the series in order to make a rather non-traditional superhero campaign using FASERIP. Therefore, a little background about the world of K:

Back in WWII there was a German scientist working in conjunction with the Japanese to create a super soldier. There is a McGuffin that endows an individual with superpowers that they are then able to impart in limited form to people who choose to be their vassals. In the end, the McGuffin creates seven “kings.” These kings are categorized by color, of which six are referenced in the show:

First King: Silver
Second King: Gold
Third King: Red
Fourth King: Blue
Seventh King: Colorless
Green is mentioned in passing.

The people endowed with powers by their kings are called Clans, differentiated by color — Red Clan, Blue Clan, etc. Conflict does occur between the clans, although the kings all seem to be on relatively good terms even if their own personal goals seem to differ. The powers of each clan manifest in the color of their clan and seem to have similar special effects, even if each individual might be more effective than another at pulling interesting maneuvers with the power. For example, the Red Clan uses fire and the Blue Clan uses katana as a focus for their powers.

All of this takes place in an alternate, high-tech version of Tokyo. The average citizen seems to be rather oblivious to the existence of the Seven Kings and the Clans. Indeed, only members of the clans refer to each other as clans. Outside of their small world, they are referred to by a public name. The Red Clan is called Homra and the Blue Clan is called Scepter 4.

The general public are under the impression that the Prime Minister is the most powerful person in Japan, when in reality he is answerable to the Kings. When conflict between the clans results in widespread damage, it is generally reported as gang activity or even terrorism. There is also a precedent for “normals” forgetting specifics about clan members.

Interestingly, members of the various clans seem to be friends, despite being rivals. There are several of these relationships that are highlighted throughout the series.

In addition, there are beings called Strains, which are able to tap into the McGuffin without directly becoming a vassal to one of the kings, although these seem to be rare and strictly controlled by the clans.

This all suggests a really interesting superhero world that lends itself to a lot of adventure possibilities. The source of all superpowers are the Monarchs, of which their are five: Red, Yellow, Green, Blue and Violet. All of the Monarchs and their vassals operate within a modern setting, but slightly out phase, where the average citizen will perceive all their activities from a perspective that explains away all that they see as “rational.”

Each Monarch has the best interest of the normal population in mind, but how that best interest is defined can differ greatly from Monarch to Monarch. Red and Violet are two ends of a spectrum and those two clans are not only arch-rivals, but largely operate outside of what might be considered civilized. The Green Monarch represents the status quo and the Green Clan largely plays the role of peacekeepers.

The X-factor in the campaign would be the existence of Strains — beings that have powers, but are not vassals to the Monarchs. This could be the main source of a lot of adventures, where Strain(s) show up and each Monarch wants to take advantage in order to fulfill their end-goal. Thus, clans could ally with each other depending upon the threat/use of the Strain and how it manifests.

Thus, characters would be low ranking clan members who are sent on missions to further the goals of their Monarchs. In a very basic version of the campaign, all PCs would be from the same clan; however, if I ever had the time and the right group I could see PCs being friends from different clans who try to balance their allegiances throughout the campaign.

The thing I love about FASERIP, is that its character creation system would easily support this campaign concept. All the characters would be of similar level and players would have a basis for how to describe the special effects of the powers they roll up for their characters.

Thursday, May 14, 2015

FASERIP

While there seems to be a general buzz over the release of the new Swords & Wizardry White Box compatible sci-fi RPG White Star by James M. Spahn, I find myself far more excited about another old-school retroclone that has recently been made available: FASERIP by Gratis Games.

Some background: in terms of hours playing RPGs, superhero games come a close second to fantasy in my life. Of the various systems, my favorite historically is Villains & Vigilantes for two reasons: I love the character generation system and the longest running and most successful superhero campaign I ever ran used this ruleset. The most hours logged, however, belongs to Champions. While I am a huge fan of random character generation, most folks who play superhero games generally have a very good idea of what they want to play and Champions does one of the best jobs of giving players that kind of control over character generation.

The most fun I have ever had playing a superhero game, however, is with Marvel Superheroes. It terms of actual system mechanics, this is by far my favorite system for playing a superhero-type of game. It does an awesome job of making me feel like I am playing a character straight out of a comic book.

Historically, however, I have never liked the character generation system nor the idea that campaigns took place inside the Marvel Universe. PCs varied in power so dramatically that it was often impossible to sustain a campaign because players would feel left out and powerless to make any impact on the game. I have never been a fan of parading around in someone else’s universe, let alone my least favorite comic book universe.

FASERIP solves both of these problems. It obviously has to divorce itself from Marvel, as does any ruleset that seeks to emulate the system. The real strength of FASERIP, however, is its character generation system. While still maintaining a random generation system, it ensures that all PCs will be of a similar power range. It also empowers the player to customize what has been handed them via a random dice roll.

Another really interesting touch that I appreciate is a section on non-traditional campaigns and how to handle them using the FASERIP system. Included are a Shadowrun-type setting, a fantasy-type setting and a sci-fi alien taking over the world-type setting. This has got my non-playing Gamer ADD revving up. Expect some FASERIP meditations coming soon.

Saturday, May 9, 2015

Saintly Saturday: The Prophet Isaiah

Today is the Feast of the Prophet Isaiah. The book attributed to him is one of the longest in Scripture at 66 chapters and over 25,000 words. Given how much life is demanding my time these days, I am not going to spend a lot of that time on that text. Rather, I will focus on the historical context and share some of the extra-biblical stories attributed to Isaiah.

The prophet was of royal lineage. He was the nephew King Amaziah of Judah (796-767 B.C.). His name means “The salvation of God.” He married a prophetess and had a son named Jashub. He prophesied during the reigns of Uzziah, Joatham, Ahaz, Hezekiah and Manasseh. This places him in a very turbulent time.

After the reign of King Solomon, the kingdom was torn in two. Sometimes the two are referred to as the Northern Kingdom and Southern Kingdom. They are also called Israel and Judah. During Isaiah’s lifetime, the Assyrians were busy conquering kingdoms all over the area, including the Northern Kingdom. Isaiah criticized both kings and the people for turning away from God and declared that the various military defeats suffered by Judah were a consequence of this disobedience.

Isaiah influenced Hezekiah to turn back to God and re-instate the liturgical practices specified in the Law. When Assyria came before the gates of Jerusalem, they were turned back through the prayers of Hezekiah and Isaiah.

Isaiah was killed by King Manasseh. Though not specifically named, his execution is mentioned in Hebrews 11:37 where a prophet is said to have been sawn in two. According to tradition this was Isaiah and it was a wooden saw.



Another interesting attribution to Isaiah is the Pool of Siloam. During a siege, Jerusalem’s water supply was becoming exhausted. Isaiah prayed and water started to flow from beneath Mount Sion. It is the same pool in which Christ has the blind man wash his eyes in order to restore his sight (John 9).

The Pool of Siloam had an interesting liturgical role during the Festival of Tents during the Temple era. There would be a procession from the Temple to the pool where water was drawn using a golden pitcher. This water was then processed back to the Temple with the sound of the shophar (trumpet) and around the altar while the Hallel (Psalms 113-118) were chanted. The men would wave fruits, palms, myrtle and willow to various verses in the Psalms. The water would then be offered along with the drink offering made at the altar.

In context of FRPGs, this is an excellent example of the kinds of little details that make exploring a dungeon really interesting. As I have noted before,  I like to have three basic eras that a dungeon exists through: Ancient, Old and Present.

In this case, we can understand the Ancient source of the Pool to be Isaiah’s prayer during the siege. The Old era would be the temple worship and the Present as the ruins of Jerusalem after its destruction in A.D. 70.

These kinds of detail really give a dungeon a sense of place and history. Personally, discovering these details while my PCs explore dungeons or revealing them to players as they explore are some of my favorite moments while playing RPGs.

Saturday, May 2, 2015

Saintly Saturday: St. Athanasius the Great

Today is one of the Feasts of St. Athanasius the Great, who is also celebrated on January 18 with St. Cyril of Alexandria.

Let me get this out of the way: I love this man. As one might expect from someone who has written blog posts entitled Saintly Saturdays I have relationships with many of the saints, and many of them are special, formative and important to who I am; however, if there is one saint who has had more influence on who I am, how I think about God and how I read Scripture, the one that comes to mind is St. Athanasius.

One of the central players in the Christological controversies of the 4th century, Athanasius was only a deacon when he attended the First Ecumenical Council as an aid to the Patriarch of Alexandria. This did not stop him from influencing and convincing that Council to adopt what would become known as the Nicean Creed (which is an inaccurate translation historically, conceptually and linguistically — it should be known as the Nicean-Constantinopolitan Symbol of Faith).

He would go on to not only become the Patriarch of Alexandria but THE defender of the First Ecumenical Council. At times, he stood alone against the world, spending seventeen of his fifty-seven years as bishop in various exiles. Several times he escaped the clutches of imperial soldiers intent on placing him jail or even executing him. One of my favorite of these escapades sounds much like a story told of an RPG party getting out of a tight spot.

During the reign of Julian the Apostate, soldiers seeking his execution were in pursuit of him as he fled down the Nile on a boat. When Athanasius realized he was being chased, he had the boat turn around and calmly head down the river towards his pursuers. When they caught up with him, none realized who he was and when questioned as to the whereabouts of Athanasius, he responded, “He is near.” This caused the soldiers to rush away past the bishop in hot pursuit of what was nothing.

At the center of the controversy was (is) two seemingly contradictory experiences of God. One is best summarized by St. John Chrysostom in his Anaphora:
You are God ineffable, beyond comprehension, invisible, beyond understanding, existing forever and always the same
The other is described by St. Peter in his Second Catholic Epistle:
He has granted to us his precious and very great promises, that through these you may escape from the corruption that is in the world because of passion, and become partakers of the divine nature (1:4).
All of the various heresies throughout the history of the church have tried to explain this apparent contradiction away by minimizing or ignoring one of these experiences. The Orthodox Church has always insisted on both.

St. Athanasius was one the first in a long line of Church Fathers to wrestle with how the Church has always experienced God as both intangible, etc. and tangible, etc. He did so by differentiating between the being of God (which is ineffable, beyond comprehension, invisible, beyond understanding, existing forever and always the same) and the activities of God (in which we can partake of His divine nature).

To this end, he scoured Scripture to find what he called παραδείγματα (paradeigmata) which is the root word for the English word paradigm. He found that whenever there was a simile or metaphor that referred to God, it would do so in a consistent manner for the Father, the Son and the Holy Spirit.

For example, the Father is fountain (Jer. 2:13), the Son a river (Ps 65:10) and we are said to drink of the Holy Spirit (1 Cor 1:13). His point is that the Trinity is one in being, but distinct in the activities of the three persons. The Father cannot be a fountain if there is no running water (the Son) or if we cannot drink of it (the Holy Spirit). Remove any one of the Trinity from this paradigm and you are no longer referring to the same God that is found in Scripture.



I find this use of paradigms to be extremely useful in terms of inserting a Christian/Church-analogue into an FRPG setting. One can cast the Trinity in terms of paradigm:
Father = source of the metaphor
Son = the embodiment of the metaphor
Holy Spirit = the means humanity participates in the metaphor
So, to use the example above, a fountain is the source (Father); the river the embodiment of a fountain (Son); and we participate in the fountain by drinking of it (Holy Spirit).

Thus, it is possible to insert a Trinitarian understanding of God in a simple way that is not only interesting, but also feels just alien and familiar enough to fit in even the most Sword & Sorcery-influenced settings. For example, I use these Trinitarian paradigms with the Christianity analogue in my Lost Colonies Campaign.

The source (Father) of the metaphor is Law. The embodiment (Son) of Law is Crown or King. The means by which humanity participates (Holy Spirit) is Citizenship or Righteousness. Thus, the three persons of the Istenite Trinity are as follows:
Nomos (which roughly translates as Law)
Isten (which roughly translates as Crown or King)
Thikeosyni (which roughly translates as Citizenship or Righteousness)

In the Istenite’s understanding of their trinitarian god, the second person of that god, Isten (the embodied Crown or King), became incarnate in order to serve and protect his people rather than seek power. In this way Isten is an ideal king and therefore embodies the first person of god, Nomos (Law). Istenites participate in Isten through the third person of god, Thikeosyni (Citizenship or Righteousness). In doing so, Istenites become embodiments of Nomos as well.

All one has to do is choose what concept or title of God you want to emphasize in your campaign and then plug in the source, embodiment and means of participation and you have a taylor-made trinitarian analogue that adheres very closely to the way St. Athanasius argued for the Orthodox understanding of God.

Friday, May 1, 2015

Doodled Maps

This has been an incredibly busy month for me, which is one of the reasons I haven't been posting all that often. One thing that has taken up much of that time are meetings. I am a big fan of meeting with individuals or small groups, having conversations and taking care of business that way; however, my brain does not do well with large meetings where one person stands at the front of a room with a microphone and blathers on about various administrative issues pertaining to whatever is the hot topic of the hour.

Fortunately, my life involves a lot more of the former than the latter, but that latter are seemingly unavoidable. In defense, I doodle. Normally, I do cartoons or bugs or just random patterns. During this last spate, I wasn't much inspired to survive with normal fare. Thus, I started doodling maps, but I wanted something that looked as much like a pattern as it did a map.

I liked the results enough to share:



The boxes in between rooms and corridors are doors. I imagine them to be made of stone and are rolled/slid into a space in the wall to open them. These are a little sloppier than my normal maps because I usually start with pencil and then ink the finished product after cleaning it up. For these, I had to go with a blue ball point from the get go. Thus, I chose to go with the old Reflex Blue look on these when I brought them into the computer.

I have absolutely no idea what these dungeons are, what purpose they have, who built them or who lives there now. I am curious if they inspire any interesting ideas for answering those questions. Let me know.

Saturday, April 25, 2015

Saintly Saturday: St. Sylvester of Obnora

Today is the Feast of St. Sylvester of Obnora, which is a monastery in the southern part of Vologda Oblast in Russia. Originally founded in the 14th century, it was destroyed by Tartars in the 16th century. It was later rebuilt in the 17th century.

St. Sylvester was a monastic at Holy Trinity Monastery and was a disciple of St. Sergius of Radonezh, who gave him the blessing to become a hermit, which he was for many years. As often happens with hermits, people were drawn to St. Sylvester for advice and spiritual needs. He fulfilled this role at Obnora by becoming abbot.

Despite this, St. Sylvester still yearned for solitude. Therefore, he found a grove of trees which he commanded to be left alone so that he always had a place to pray in peace. This became known as the Commanded Grove or Sanctuary Grove.

St. Sylvester died of illness in A.D. 1479.

In 1645, the hieromonk Job, who re-built the monastery, ordered trees from the Commanded Grove to be cut down. He was struck blind and only regained his sight after repenting and going to the reliquary of St. Sylvester.



Anyone familiar with this blog knows that I am not a fan of the Druid as a PC class, although I am happy to use them as monsters. Given that Earth Day was this past week and the seemingly druidic command of St. Sylvester to keep and defend a sacred grove of trees, I thought it apropos to scratch that itch again.

Whenever I introduce the idea of druids as monsters, a common reaction is to understand them as eco-terrorists. While I suppose interpreting them as a fantasy version of Earth Firsters might work, I have never imagined them that way. For me, the most terrifying monster is a human being who embraces sin as righteousness and consequently does horrible things. The best way to tell a horror story is to hold up a mirror to ourselves. For me, the druid is a fantasy version of Earth Day taken to its logical conclusion.

I doubt there are many people who are against the basic concept of environmentalism, which can be simply stated as: Don’t defecate where you eat.

From a theological perspective, Christianity is (for a lack of a better word) green and has always been green. Human beings are the pinnacle of creation having been endowed according to the image and likeness of God. We fulfill a priestly role of presenting God to creation and lifting up creation to God by being co-creators with God.

In the LXX Greek translation of the OT, the word “to create/make” used in Genesis and attributed to God shares the same root as the English words “poem” and “poet.” God is an artist. In other words, we are expected to use nature and the environment in creative ways that are beneficial for everybody and everything.

This POV can be expressed with this diagram:
God --> Humanity --> Creation (Co-Creation)
The proponents of Earth Day turn this diagram upside down. Nature becomes more important than humanity and humanity is more important than God. Thus, as I have heard from several sources, humanity becomes a virus that endangers Nature that needs to be reformed and controlled in order to save the Earth.

There is a dissonance in the logic of modern environmentalism that is frightening. Humanity is both undesirable and the mechanism of salvation. It is within this logic that I find the druid-as-monster. Nature is better off without humanity, which needs to get wiped out. Humanity, however, won’t go away without help. Thus, druids seek to destroy Civilization while abandoning their own humanity (in my own rendition, they seek to become one with Nature by becoming Elementals).

The mirror that needs to get held up to modern environmentalism is this: Since human beings are a part of Nature (whether you accept that God created it or not), mistreating and dismissing humanity is a misuse and abuse of Nature.

Saturday, April 18, 2015

Saintly Saturday: St. Basil Ratishvili of Georgia

Today is the Feast of St. Basil Ratishvili of Georgia. He was a monastic saint of the 13th century who lived on Mt. Athos at Iveron Monastery. He is considered a wonderworker and was endowed with the gift of prophecy, the most famous of which was leveled at King Denetre of Georgia.

St. Basil received a vision of the Theotokos (the Virgin Mary) to travel to Georgia to censure the King and his court for their profligate lifestyle (in his youth, Demetre took more than one wife). The saint appeared in court and implored the king and his court to turn away from their lifestyle. When they dismissed St. Basil, he was impelled to respond with this prophecy:

A vicious enemy will kill you, and your kingdom will remain without refuge. Your children will be scattered, your kingdom conquered, and all your wealth seized. Know that, according to the will of the Most Holy Theotokos, everything I have told you will come to pass unless you repent and turn from this way of life. Now I will depart from you in peace.

At the time, Georgia was a client state of the Ilkanid Mongols under Abaqa Khan, who died in 1282. What followed was a turbulent period of succession wars. Abaqa’s brother first took the throne but was overthrown by Abaqa’s son Arghun. Another of Abaqa brothers, Qonguram, plotted to overthrow Arghun but failed.

King Demetre’s son was married to the daughter of Mongol Chancellor Buqa, who was one of the conspirators against Arghun. Thus, the armies of the Mongols were poised to fulfill St. Basil’s prophecy. Seeing this truth, King Demetre repented and acquiesced to appear before the court of Arghun Khan in order to sacrifice himself for the safety of his Kingdom. He was imprisoned and executed and the anger of the Khan was sated.

At his death, those present witnessed the sun grow dark and the city enshrouded in gloom and shadow. His body was guarded by the Georgians present and then secreted away with help of fishermen back to Georgia. Today he is revered as a martyr saint with the title “the Devoted” or “Self-Sacrificer.”


Prophecy is a trope in fantasy and sci-fi storytelling because it is great tool for crafting interesting and exciting tales, as can be seen above with the story of King Demetre. In RPGs, however, prophecy is a tricky and even dangerous thing to play with. An author has complete control over everything that happens in the worlds she creates. A GM, however, has ceded that complete control to the players. Thus, if a prophecy is leveled at PCs, it can be abusively used to wrest that control back from the players begging the question: why play an RPG when the story can more properly be told as a short story or a novel?

If prophecy is to be used in an RPG setting, it really should to be part of what I call background noise. In other words, in context of St. Basil and St. Demetre the Devoted, the PCs would hear the rumor that the King had a prophecy leveled against him. The PCs can get involved if they want, or simply ignore it. Note that a good prophecy is one that has an “If…then” statement so that should players want to mess with it, they can be part of the force that can place pressure on whatever variable they wish.

At some point in the campaign (or even prior to the campaign) the prophecy is fulfilled and the PCs then have to deal with the consequences. To continue the example of Sts. Basil and Demetre, the PCs could be called upon to be those who secret the body of the King out of enemy hands.

In other words, prophecy in an RPG can still be a great tool; however, it needs to be a source of adventure background that players can interact with rather than something that is leveled at PCs that then players need to deal with.