Tuesday, December 18, 2012

Languages of Averoigne

As I have admitted in the past, one of things that I have really come to appreciate from the 3.5 SRD is the way that it handles languages. It lists both a standard group of languages (Common, Ork, Elvish, etc.) and the alphabet that it uses. This way not only is there a common group upon which to understand how language is used across different campaigns, but how different languages are related (and thus reveal cultural realities about the world). This format, of course, is easily adaptable and customizable for different campaigns.

I mention this, because one of the fallow projects that I am most interested in finishing is my work with my own version of Averoigne. I have found that using the SRD understanding of language to be very useful both in terms of harking back to a Holmesian understanding of humanoids and for the purposes of building a rich cultural background. Here is a table with the SRD languages/alphabets in brackets followed by the languages they represent within my version of Averoigne:
[Celestial] Greek
[Common] Latin — Salic, Church Latin
[Draconic] Norn
[Dwarven] German — Dwarven, Gnomish, Goblin, Kobold
[Elvish] Celtic — Occitan, Elvish, Orc, Hobgoblin, Gnoll
[Infernal] Gothic
I made Celestial the equivalent of Greek, because that is the language of both the Gospel and the Christian Empire, which now only exists in its original form in the East. Rome has fallen and the Christian peoples of the West are now trying to pick up the pieces.

Common, therefore, is the various forms of Latin. Salic is a fantasy version of proto-French spoken by the Salians (which is the original tribal name for what would be become the Franks). They represent those outsiders in Averoigne whose answer to the fall of Rome is to create a new Holy Roman Empire based in Salia (which lies somewhere northwest of Averoigne). Church Latin is a more archaic version of the Common tongue.

Draconic is represented by Norn, another real world language found in Scotland; however, I am playing with double meaning of the word because it evokes the Norns of Norse Mythology. It thus has a pagan feel and represents a guiding force behind the pagan Rome of old (I am also thinking here of the woman riding a dragon in Revelation 17).

Dwarven is represented by German because (as fey touched demi-humans who have rejected the image and likeness within themselves) it is one of the main language groups spoken by pagans outside the Roman Empire. Gnomish, Goblin and Kobold are different dialects.

Elvish is represented by Celtic because it is the other major culture/language of pagans outside the Roman Empire. Occitan is another (dying) real world language, which can be found in Southern France in the very region Averoigne is a fantasy analog of. In the real world, it is a Romance Language (derived from Latin); however, I wanted it to represent more of a cultural clash between the Averni (the native people of Averoigne) and the Salians. They yearn for the old Romes (both Christian and pagan). It also nicely sets up a conflict within the Averni themselves over which pieces of Rome they are trying to pick up. Thus, Occitan, Orc, Hobgoblin and Gnoll are all dialects of Elvish.

Infernal is represented by Gothic, because Christian Rome was sacked by Visigoths and a fantasy version of the Visigoths can easily be seen as a stand-in for the infernal forces found in the Chaotic (Demonic) Wilderness.

Monday, December 17, 2012

Old School Feats Revisited

A little less than a year ago, I mused about a way to utilize feats in context of old-school rules. I gave an example of how such a system might work with the magic-user class, but I never went further. Since I have been in the midst of going over all the material I have produced over the years and finishing ideas, I thought it apropos to “finish” this post by providing a full set of feats for all four base classes.

In the original post, I noted that any implementation of the system could (and probably should) be customized for a particular campaign. Thus, what follows makes the following assumptions:

  1. Building upon a post I made on Charisma and Wisdom, Charisma is the Prime Requisite for Clerics, Wisdom has been replaced with Awareness and the latter is the Prime Requisite for Thieves.
  2. The range of bonuses is going to be in the 0e/Holmes/S&W/LL+OEC range of ±1.
  3. The initiative system is individual, specifically a Holmesian variation where Awareness determines initiative order rather than Dexterity.
  4. Characteristics will be rolled with 3d6 in order.
  5. There is a combat bonus associated with each characteristic.

The bonuses for each characteristic are as follows:

  • Strength (S) = to-hit melee
  • Dexterity (D) = to hit ranged
  • Constitution (C) = hit points
  • Intelligence (I) = damage
  • Awareness (A) = initiative
  • Charisma (CH) = armor class

Every class has a Prime Characteristic and characters have an Ancillary Characteristic. If these characteristics are 13-14 they may choose to have a +5% XP bonus (cumulative). If they are 15+ they may choose a 10% bonus (cumulative). This can result in up to a +20% XP bonus. Alternatively, the player may choose to have the feats associated with either or both the Prime Characteristic and Ancillary Characteristic:

Cleric

S = Improved Turning (Turn at one level higher)
D = Empower Spell (Maximize the variable on one spell per day)
C = Extend Spell (Double the duration of one spell per day)
I = Weapon Proficiency (Choose one weapon not allowed by class at character creation)
A = Divine Protection (+1 on saves vs. spells or spell-like devices)
CH = Bonus Spell (Gain one random 1st level spell per day)

Fighter

S = Power Attack (Take up to a -3 penalty on a to-hit roll for an equivalent bonus on any damage roll that results)
D = Cleave (When a target is reduced to 0 hp, gain an extra attck)
C = Fortitude (+1 on saves vs. poison and death)
I = Shield Bash (May use a Shield Bash as an attack. The damage is 1d3 and the target automatically drops to the bottom of the initiative order the next round).
A = Weapon Focus (Gain a +1 to hit and damage with one weapon chosen at character creation)
CH = Expertise (Take up to a -3 penalty on a to-hit roll for an equivalent bonus to AC until next attack)

Magic User

S = Armor Proficiency (May wear leather armor without penalty)
D = Empower Spell (Maximize the variable on one spell per day)
C = Extend Spell (Double the duration of one spell per day)
I = Weapon Proficiency (Choose one weapon not allowed by class at character creation)
A = Iron Will (+1 save vs. Petrify or Paralyze)
CH = Store Spell (Store one spell which can be spontaneously cast in place of another prepared spell of equal or greater spell level).

Thief

S = Armor Proficiency (May wear Chain Mail without penalty)
D = Weapon Finesse (May use the Dexterity Bonus for melee instead of the Strength Bonus)
C = Toughness (Gain +3 hit points)
I = Sneak Attack (do an extra 1d6 in damage on attack from the rear or from the flank)
A = Lightning Reflexes (+1 save vs. Breath Weapons)
CH = Magical Aptitude (Choose one first level spell that can be cast once per day)

For example:
A player rolls a Strength of 16, an Awareness of 13 and average or below on all other characteristics. She decides to have a fighter (Prime Characteristic = Strength) and chooses Awareness as the Ancillary Characteristic. She may have either a 10% XP bonus or Power Attack from Strength and either a 5% XP bonus or Cleave from Awareness. Therefore she has the following options:

  1. Power Attack and Cleave
  2. Power Attack and 5% XP bonus
  3. 10% XP bonus and Cleave
  4. 15% XP bonus.

There are a few interesting ways to implement this system:

  • So as not to punish players who do not have two characteristics at 13 or more (as in the example above), but still put some limitations on availability, feats can be available for characteristics of 9 or more.
  • For those who don’t like level limits, one can balance out the racial advantages of the various demi-humans by only allowing humans to take advantage of the above system.
  • For those who like being more strict, the feats can be only available at 13+ and unavailable to demi-humans (who function as a means to give cool powers to "hopeless" characters)

There are also some interesting implications about this system (especially if one ignores experience point bonuses). These all basically become class abilities:

  • Cleric = Bonus Spell
  • Fighter = Power Attack
  • Magic User = Weapon Proficiency
  • Thief = Lightening Reflexes

To my mind all of these make some sense. Clerics normally expect bonus spells. Fighters should have a tactical choice for a chance to do more damage. Gandalf can now wield his sword. Thieves should be a little more lucky when trying to get away with a dragon’s treasure.

Sunday, December 16, 2012

Reconsidering Thieves with Starships & Spacemen

When 2e D&D came out, it didn’t really affect the way in which my group played our version of AD&D (which was really something in-between AD&D and Moldvay’s Basic — much like LL+AEC). We largely ignored most of the rules, with the exception of the new rules surrounding magic-users and thieves.

Whereas my friends were enamored with the new schools of magic and what that meant not only for their characters, but the world they inhabited, I was thoroughly impressed not only with the way thieves finally had a decent chance to succeed at some of their skills at lower levels, but how a player could customize which skills their character was good at. Pick pocketing, for example, has never much been a part of any of the campaigns I have ever been involved in; however, lock picking and reading languages has. Being able to play a thief that was more of a tinkerer and collector of esoteric knowledge rather than a pick pocket really appealed to me.

Without having to track down a copy of the 2e PH (which I got rid of years ago), I now have an option for making Thieves more akin to that 2e version which appealed to me so much more than the standard thief found in older rules of the game. The unlikely source is Starships & Spacemen 2e (S&S) by Goblinoid Games.

As I stated in my review, the way that the inevitable skills found in modern and sci-fi RPGs is handled rather nicely in S&S and invites the system to be used in a number of different applications. One such application is to the classic Thief class.

Thieves in LL/BX have seven skills:

  • Open Locks
  • (Find &) Remove Traps
  • Pick Pockets
  • Move Silently
  • Climb Sheer Surfaces
  • Hide in Shadows
  • Hear Noise

The progression of these skills start somewhere between 10-33% (with the exception of Climb which begins at 87%) at first level to 70-95% (including Climb) at 9th level. In S&S there are three types of skills: Primary, Secondary and Other. At first level they are at 60, 45 and 30% respectively. At 9th level they are at 100, 85 and 70% respectively. Thus, they have a much higher chance of success at lower levels and progress more smoothly (+5% per level) to the same range of success at higher levels.

In order to implement this for the LL/BX Thief, the player chooses one skill as Primary, one as Secondary and the rest are Other. This allows not only for higher success at lower levels, but for the kind of customization I loved about the 2e Thief.

For those interested in using the Thief Skills as a kind of Saving Throw for when the player doesn’t come up with a legitimate way to deal with a situation and thus automatically succeed (e.g. disarming a trap), here are the numbers needed to make a save at first level:

  • Primary = 9
  • Secondary = 12
  • Other = 15

These saves are reduced by one at every level. These saves and skills can be adjusted with bonuses and penalties according to the situation, difficulty of the task at hand, players coming close to a legitimate solution, etc. Since they are "saves" or skills with a higher chance of success, these kinds of ad hoc adjustments by the Referee will be less onerous than for the poor 1st level thief who only has a 10% chance of removing a trap.

Thus, not only does this use of the S&S skill system offer more freedom to the player, it also offers more freedom to the Referee.

Saturday, December 15, 2012

Saintly Saturdays: St. Susanna the Deaconess

Today is the Feast of St. Susanna the Deaconess. She was born in Palestine of a pagan priest and a Hebrew woman. After her parents died, she became a Christian and decided to pursue the ascetic way of life. She sold all that she had, cropped her hair, put on a man’s clothes and entered into a monastery. Assuming that she was a eunuch, the monks received her into their community.

She hid her identity for twenty years and even became the abbot of her community; however, a visiting nun became smitten with her (thinking St. Susanna a man). When her affections were rejected, she accused the saint of seducing her.

The local bishop (Cleopas of Eleutheropolis) was called along with a pair of deaconesses. St. Susanna revealed her identity to the deaconesses and her named was cleared; however, she could no longer serve in her monastery. The bishop, though, was so impressed by St. Susanna that he ordained her as a deaconess and she was appoined as abbess of a convent. She served there for many years, until Julian the Apostate came to power.

St. Susanna’s convent was targeted by the emperor’s persecution of Christians. She was arrested, tortured and thrown into prison. She died from her wounds in A.D. 362.


For those of us who are interested in running an FRPG campaign with a pseudo-historical Church (particularly if it is modeled on the medieval Catholic Church of the West), we are faced with the daunting task of telling players who wish to play a female cleric that they are not allowed. St. Susanna gives us a legitimate historical option.

As is obvious by this story, the early Church did ordain women, though only to the office of the deaconess. Historically, it seems that they functioned as normal deacons; however, St. Susanna's story also illustrates their primary role — ministering to women in those situations where it would be inappropriate for a man. For example, they performed baptisms of adult women (where the candidate was to be nude). As a result, they were mostly utilized in convents.

Unlike their male counterparts (who were allowed to marry prior to ordination), the canons of the ancient Church require that the deaconess be a celibate (or a widow). In addition, there was an age requirement — a deaconess needed to be at least forty years old.

The office was more widely used in the East, where it persisted into the 9th century. There are several historical reasons for its near demise (there are still local jurisdictions in the Orthodox Church who use the office for convents):

  • By the 9th century, the vast majority of baptisms were of infants, not adults. Thus, the primary liturgical function of the deaconess had largely disappeared.
  • The cathedral rite of the Eastern Church was in decline. It required the use of multiple clergy (and thus deaconesses). It was being replaced with the monastic rite, which required only a single priest.
  • This process was solidified when the Eastern Church suffered through iconoclasm. The main defenders of the icons were monastics. Thus, when iconoclasm was finally defeated, the men in place to take over as bishops were almost exclusively monks. Thus, they used the rite with which they were familiar.

Despite this decline, those of us who want female clerics in an FRPG campaign with a Church analog can simply ignore or mitigate these factors to justify the existence of deaconesses, while never having to stray too far from historic reality.

Saturday, December 8, 2012

Saintly Saturday: St. Patamius the Righteous of Thebes

Today is the feast of St. Patapius of Thebes. He was born into an aristocratic family of Thebes in A.D. 380. They were faithful Christians and when the saint showed an interest in theology, they sent him to a catechetical school in Alexandria. There he came under the influence of a blind teacher named Didemus, who encouraged St. Patapius in his desire to pursue an ascetic way of life.

After the death of his father, St. Patapius went into the the desert where he became well known, so much so that people flocked to the desert to seek his advice. This began to distract him from his ascetic rule, so he fled the desert.

He spent seven years in Corinth at a skete in Geranian mountains and then went onto Constantinople, where he arranged to secretly enter the monastery of Blachernae where he was able to enter into a cell in the city wall. He spent the rest of his life in prayer, fasting and performing miracles in disguise as a simple monk. He died at the age of 83 in A.D. 463 and his relics remain incorrupt.

When Constantinople fell, his relics were moved to his skete in Corinth, where they were hidden in a wall behind the iconostasis (altar area) of a chapel built there. The relics remained hidden until the 20th century when a particularly tall priest needed some changes to the chapel to accommodate his height. He was visited by St. Patapius and was warned to take care when the wall was broken through, because, as the saint explained, he was there. Not only were the relics incorrupt, but the leaves that he was buried with were as fresh as the day they were picked.


It seems that I am to continue meditating upon the campaign idea I extracted from the Prophecy of Nahum last week. If you recall, one of the potential ruins for the party to explore was the decimated city of No-Amon, also known as Thebes.

There are four themes that inspire me about the story of St. Patapius that I would like to use:

  • The image of this saint inside the wall of both Constantinople and the skete in Corinth.
  • The idea of this very holy and famous man roaming through the streets of Constantinople in disguise while going on missions of mercy.
  • His flight from both the desert and the fall of Constantinople.
  • His role as this wise man that people from all over sought out, even in the remote desert.

For purpose of fitting him into the Nineveh Campaign (as I suppose I would call it), since both No-Amon and Constantinople were conquered, it would be appropriate that the saint’s relics had been in No-Amon when it was sacked, but secreted out before the final destruction. Thus, the home base for the entire campaign can be either a monastery or a small keep in the mountains in the region of No-Amon and the saint’s relics are ensconced inside the walls.

This monastery could be famous for being the home of a wise man that many seek, but very few are able to actually see; however, there is a humble monk that is known to wander the streets and help those in need. Both, of course, are the saint.

This sets up an interesting mystery at the home base as well as a pair of potential patrons that the party could seek out and/or be recruited by (with both being the same person of course). I would look forward to the reveal of St. Patapius the Wise buried inside the wall — someone who had passed away years before the fall of the very ruin the party begins their adventuring career exploring.

Friday, December 7, 2012

The Gnomic Highway

This post is really just a note to myself, but it is intriguing enough that I thought I'd share. My dreams are at their most vivid early in the morning just prior to my waking. Last night I had one where I was a member of a party of adventurers traveling what was called the Gnomic Highway.


It was an ancient, abandoned and grossly dilapidated brick road, evidently built by gnomes. This strikes me as interesting because such things usually fall to ancient human or possibly dwarven civilizations. Having the road built by gnomes introduces the possibility of illusions, tricks and the fey.

Dotting this road were dungeons and lairs of various sizes, which inevitably led to a life or death battle with the undead. Being my dream, I was armed with a really cool sword which was quite effective against the likes of liches and skeletal warriors.

However, I note it here because the Gnomic Highway is a really interesting feature that one could drop into a campaign world. Because of its potentially fey origin, it could be a means of traversing large distances in very short order — if you knew how to get on and if you were willing to take the risk.

One of the most intriguing aspects of its existence is why and how it was built and why and how was it lost. It could be the back bone of an entire campaign and even push the boundaries of what a megadungeon can be.

Thursday, December 6, 2012

Review: Starships & Spacemen 2e

First of all, I would like to congratulate Dan Proctor for getting Starships & Spacemen 2e (S&S) out in a timely fashion. Of all the various Kickstarter and Indiegogo projects I have had the disposable cash to contribute to, Dan’s is the first to actually show up at my door.


S&S is a loving RPG tribute to Star Trek and all of the sci-fi imitators it spawned. If one has been a regular reader of my blog over the years, you might be surprised that I would spend money on something related to Star Trek. Admittedly, I do not much care for the franchise, especially in its most recent incarnation. As I have grown older and wiser, I have found the foundational principles of the Star Trek Universe to be dangerous, I have found myself deeply offended by episodes of TNG and I never really bothered with either DS9 or Voyager because of the lazy way they went about telling their own stories.

I did, however, grow up around Trekkies and remember with great fondness watching original episodes, the short-lived animated series and the first movies with those Trekkies. Though I never shared their enthusiasm, I did learn to appreciate why they had that enthusiasm. Thus, the idea of divorcing Star Trek from its foundational utopian illusions while capturing the enthusiasm that I grew to appreciate so much really appeals to me — especially when one considers that S&S is part of the Labyrinth Lord line of products with the built-in potential for a mash-up of Star Trek, Mutant Future and a D&D retro-clone.

My initial reaction when I did my first perusal of the rules was mixed. I laughed out loud with glee when I found out that there are rules for playing Red Shirts. That in and of itself makes the purchase of the game worth every penny and I truly hope that I get the opportunity to take full advantage of those rules some day.

However, Dan’s claim that S&S is “fully compatible” with LL is a bit of a stretch. For example, combat uses a mechanic where the goal is to roll below the target number. I assume that this is an homage to S&S’s Fantasy Games Unlimited roots (Villains and Vigilantes uses the same mechanic), but it does necessitate a bit of conversion if that Star Trek/Mutant Future/D&D retro-clone mash-up is to happen anytime soon. I will grant that the conversion is relatively simple, because the percentages of each system is basically the same; however, since every monster in the monster section assumes the roll-low mechanic, such a conversion will take some time upfront in order to reproduce the Armor Class of all those cool new monsters.

Here are some of my thoughts after a more thorough reading of the game:

Characters

Character creation will be very familiar to those who have ever played D&D; however Wisdom has been replaced by Psionic Potential. There is a very cool universal table of bonuses that has four columns. Each column is used in different contexts as detailed with each ability.

When determining a class, characters choose from one of three branches — Military, Scientific, or Technical. Each of these branches has sub-classes (for example, Military has Command, Security and Fire Control subclasses). These sub-classes will offer a secondary skill (more on that later) or other mechanical bonuses. If one eschews a sub-class, the character receives an experience point bonus. One can also choose between being a CO or an NCO. The CO track requires more experience points to advance and has more mechanical bonuses while the NCO track requires less experience for advancement and allows players the joy of being a Red Shirt.

Over-all I think this is a rather clever way of dealing with classes and is a loving homage to Star Trek and its ilk. The one draw-back is that one player in every group has to take the Commander sub-class. The upside is that every party gets to command its own ship regardless of level.

Races

There are eight different races available: Adromedans, Daelans, Dreipeds, Gorrans, Humans, Hykhot, Rigel and Taurans. There are plenty of homages to Star Trek races plus a few extra with built-in racial and political baggage with each in addition to all the various mechanical bonuses one receives. One of the nicest touches is that each race has one of three Metabolisms which determine body chemistry and therefore susceptibility to various diseases etc.

Equipment

Since this is based on Star Trek, which laughably got rid of a money-based economic system, equipment is not based upon how much money a character has, but rather by their branch and rank. In addition, there is an optional rule where a party can have a stash of extra equipment that can be traded out depending upon the needs of a mission.

While I don’t think the origin of this system is very realistic, I do like its elegance and could see it easily justified within the context of a military organization regardless of genre. This is certainly one of the modular rules that I would like to experiment with in other frameworks.

Skill System

As seems inescapable with modern or sci-fi RPGs there is a nascent skill system. It is broken down into three types: Primary, Secondary and Other. Depending on the level of the character each skill type has a target number. Primary starts out at 60%, Secondary at 45% and Other at 30%. If one considers that Combat is one of these skills, that means that Military Branch characters are twice as effective in combat than other Branches. In comparison to LL classes, Military Branch characters are slightly more effective in combat than Fighters overall, but every fantasy class is going to be a better combatant than either a Technical or Science Branch character.

Despite my normal reticence about skill systems, there are two things that I like about this one. Firstly, it is wide-open enough that one could easily see both of the following scenarios play out in the same game session:
Player: Since an object in motion wants to stay in motion, if we apply that to our current situation we should get the outcome we want. Star Master (the S&S version of a GM): Sure. Done.
Player: Captain, if we redirect the shield capacitor to reverse the current in the thrust of the nacelle unit, we should be able to force the door open! Star Master: Okay. Roll versus your science skill (with a bonus if said phrase of technical jargon was performed in a passable Scottish accent).

Secondly, this has potential further applications in other contexts. For example, if one wanted to create a non-Vancian magic system for a fantasy world, this is a potential model for how to proceed. Various classes would combine different skills-groups including combat, divine magic, arcane magic and other non-combat skills. The success or failure of a particular spell would be based upon these skill tables and could be modified by the difficulty of the spell, the number of people trying to cast the spell, the place where the spell is being cast, etc. This is another modular section of this game that I will want to experiment with.

Starship Combat

One of the most frustrating aspects of any sci-fi RPG for me is spaceship combat. There is inevitably one class that is significantly better at it than anyone else, which makes things frustrating for anyone who is not a member of that class. If the party is on one ship (as in S&S) there inevitably won’t be much for everyone to do, since the unit of combat is not the individual character, but the ship. There is also the real possibility of a TPK if said ship is destroyed. This can be made much worse when there is the possibility that there will be players who had no way to control or influence the outcome.

S&S tries to mitigate these failings in two ways. Firstly, all ship actions require Energy Units (EUs). EUs also determine when a ship is destroyed. Thus, combat requires that each ship decide how and when EUs are allocated. This gives an opportunity for every member of a party to have a say in the outcome of a battle. Secondly, starship commanders are required by military doctrine to flee combat when their EU count reaches 25%, and there is a mechanic that allows for this retreat. Thus, the chances of the TPK due to the destruction of the party’s ship is minimized (though not eliminated).

Overall, I must say I like this section of the game. It has a nice tip of the hat to Starfleet Battles without all the complication. It also has all the elegance needed to be a potentially fast and exciting part of the game.

World Creation

This is perhaps the weakest part of the whole book. Dan understandably (and correctly) assumes that most sci-fi games actually suffer from having a pre-generated setting. It often consumes the game and makes the task of the GM too daunting to even try (later versions of Traveller are an excellent example of this). Unfortunately, the reverse is also true. Creating an entire sector of space from scratch is also a daunting task — much more so than a small wilderness map on which is a town and a dungeon.

Although Dan provides an example sector map and a sample adventure there is little else in terms of guidance with which to create your own maps and adventures. Thus, S&S does little to inspire confidence in overcoming such a daunting task.

Perhaps S&S suffers from a comparison with Stars Without Number (SWN) which has an absolutely fantastic system for creating not only entire sectors of space with awesome descriptors which inspire adventure after adventure, but has rules for factions that might exist within that sector of space. Fortunately, SWN has a free version, so it is very possible to simply use SWN’s sector creation system for use in an S&S campaign.

Final Thoughts

I am not 100% satisfied with S&S. As a stand-alone product it does a very good job of emulating a Star Trek-type sci-fi game. While the lack of a world generator is annoying it is far from crippling. I am not a big fan of the roll low mechanic (it is one of the few things that I don’t like about V&V). I don’t know why, but the aesthetics of rolling high just appeal to me more.

The strength of S&S, however, is not as a stand-alone product. Rather, it is another set of modular options within the Labyrinth Lord line of products. The reason that LL remains my favorite of all the various retro-clones out there is that it is designed to be modular. We are free to pick and choose various sections of rules from each of these products to make our own unique home brew without having to house rule. Want a 0e-style elf? You got it. Want mutant plant PCs? You got it. Want an extensive AD&D-like spell list? You got it. Now, with the addition of S&S you have the option of space combat, alien PCs, a robust system for running a military-type campaign and some intriguing possibilities for a simple skill system and a non-Vancian magic system.

Ultimately, it is this modularity that makes S&S such a good product and one that I am very happy to have in my library.

Wednesday, December 5, 2012

A Few Shout-outs

I need to publicly thank a few folks:

  • Firstly, Carl Nash took the time to go through and do an edit of The Slave Pits of Abhoth. I have yet to take advantage and make changes, but his is an effort I really, truly appreciate. Thanks, Carl!
  • Secondly, Andrew Shields over at Fictive Fantasies has been busy converting The Slave Pits of Abhoth to his excellent FRPG Fictive Hack. Whenever you create something and then allow other people to use what you've created, it is always fascinating to see what that interaction produces. I must admit that seeing my stuff through Andrew's eyes has been really gratifying. Thanks, Andrew!
  • Finally, WQRobb of Hard Boiled Zombies is the second person to nominate me for a Liebster Award. It goes to corroborate my hypothesis that eventually every blog with less than 200 followers will eventually receive one; however, for someone who blogs about All Things Zombie to think highly enough of my corner of the blogosphere to nominate me is really cool. Thank you WQRobb!


Monday, December 3, 2012

Ye Auld Skool Spell Creator

This is post number 500 for me here at Blood of Prokopius. Having noticed that I was quickly approaching this milestone, I came to the realization that there is a ton of gaming material that I have produced over the last several years that either isn't organized as well as it could be or left fallow. As a result, I have been sifting through all of this output and determining what can easily be developed, organized and finished and what of all this output I still have an interest in.

The first project to come out of this process is something I've called Ye Auld Skool Spell Creator. Quite awhile ago, I started excavating the spells of 0e. At the time, I was interested in pushing the rules as far as they could go to see if they were able to handle a variety of genres, specifically some of the pulp serials of the 20s and 30s. One of the big hurdles was the spell system — how to create new powers and spells that are mechanically similar to the 0e spell list, but aren't tied specifically to the fantasy genre?

I started down the road of breaking the spells down mechanically and seeing how to build new spells based upon those mechanics. The various posts can be found here. Unfortunately, I pushed too hard and in play testing what I had started wasn't really all that fun to play. In addition, the process of breaking down the 0e spell system mechanically proved to be a very difficult — especially when one started to look at enchantment-type spells and transform-type spells. Thus, the system that was developing was far from perfect, was a departure from the 0e rules as written, and in some cases a serious departure.

As a result, the project never got finished, despite my own stated intent to put all of it into a .pdf to share with those interested. That is, until now.

Ye Auld Skool Spell Creator is far from perfect, probably has a lot of errors and might very well prove to be a lot less useful that I had originally envisioned. It is, however, a fascinating exercise in gaming archeology that I hope those who are interested in such things will find worth their while.

The link to download the .pdf is here. Enjoy.

Saturday, December 1, 2012

Saintly Saturday: St. Nahum the Prophet

Today is the Feast of Nahum the Prophet, who is one of the Minor Prophets. His prophecy is three chapters and foretells the destruction of Nineveh. He is unique among the prophets in that he does not chide Israel for its ungodly behavior.

According to the textual witness of the Book the bears his name, he lived sometime between 663 B.C. and 612 B.C. He mentions the fall of Thebes (No-Amon) to the Assyrians in 663 B.C. and the destruction of Nineveh by the Babylonians and Medes occurred in 612 B.C. This means he was contemporaneous or shortly after the prophets Daniel and Habakkuk, both of whom help understand how all of this vitriol and violence has anything to do with Christ.

According to the Fathers, Nahum prophesies Christ with this verse (alluded to by St. Paul is his Letter to the Romans 10:16):
Behold, on the mountains
The feet of him who brings good tidings,
Who proclaims peace!
O Judah, keep your appointed feasts,
Perform your vows.
For the wicked one shall no more pass through you;
He is utterly cut off. — Nahum 1:15 (2:1 LXX)
Compare this to these passages of Habakkuk and Daniel, in which the Fathers equate the mountain in each with the Virgin Mary:
God will come from Teman,
The Holy One from mount Paran — Habakkuk 3:3

You saw while a stone was cut out of a mountain without hands, and it struck the image on its feet of iron and clay, and ground them to powder. — Daniel 2:34
In other words, Christ is born of a Virgin and the Wicked One (sin and death) is utterly cut off by Christ’s victory on the Cross. This, then invites us to read Nahum metaphorically where the city is an icon of sinful humanity and the great enemies of sin and death.


While this reading of Nahum is both beautiful and powerful, there are a number of images, seen from an historical point of view, that are not only fascinating but very useful in imagining an ancient ruined city as adventure or megadungeon. For those interested, the most useful translation for this exercise is the New Jerusalem Bible (NJB) (which uses the LXX numbering):

  • The city was either ruled by or under the influence of one of Belial’s counsellors, where Belial is the name of a demon (1:11)
  • The ruins have desecrated and cursed tombs (1:14)
  • The city is devastated by warriors dressed in scarlet armor and red shields (2:4)
  • The city has been flooded (2:7, 9)
  • The palace has been melted (2:7)
  • There is a huge amount of treasure in both god and silver (2:10, 3:1)
  • The city is called a lion’s den (2:12)
  • The ruined city is covered by a mass of dead corpses (3:3)
  • There is a reference to the temple prostitutes of Ishtar, who was the patron pagan god of Nineveh (3:4)
  • The city of No-Amon was leveled by the evil forces of the city (3:8-10)
  • There are people of the city still extant, leaderless and scattered in the mountains (3:18)
  • The king of the city has a wound that will not heal (3:19)

What emerges from all of these references is a potentially interesting site-based adventure with several features that make for a number of different adventure expeditions or even an entire campaign:

  • There is a nation/city-state that represents Lawful (Christian) Civilization which features red/scarlet as the main heraldric color
  • There are demons (both a stand-in for Belial's counsellor and for Ishtar and her prostitutes)
  • There are undead (lots of them)
  • There are evil humanoids (lion-men? gnolls?), some of whom roam in unorganized bands raiding from the mountains in the surrounding area
  • There are large sections that are flooded (making them great ambush points for undead encounters)
  • The central palace is known as the Melted Palace (one of the mysteries of the adventure may very well be why it melted)
  • The king is some kind of undead with a wound that won’t heal (is he secretly repentant and a potential ally?)
  • There is another ruin (No-Amon) that may very well have clues as to some of the things that can be found in the city
  • There is a lot of treasure to be found

Yes, yet another cool campaign idea/dungeon/adventure inspired by simply reading the Old Testament. For those inspired to move forward, here is a map of ancient Nineveh:


a map of a palace built by the Assyrian king Sennacherib:


and a map of ancient Thebes (No-Amon):

Have fun.

Wednesday, November 28, 2012

Dealing with Praise

Over the last several days, I have gotten some very positive feedback on various aspects of this little corner of the internet.

I definitely need to take a moment to thank every one who took the time to take a look at The Slave Pits of Abhoth and was kind enough to comment either here or elsewhere. I have been humbled by some of these reactions — and the people who made them. You have all been very kind indeed. I hope that as folks take a closer look and actually get to use it that my efforts will live up to that initial reaction. I also hope that folks will be kind enough to let me know what doesn’t work.

I also need to take the time to thank Conrad Kinch, who was kind enough to nominate me for a Leibster Award, which is (in essence) a kind of chain letter of appreciation. I don’t normally pass any kind of chain letter along, and if I do what is asked (nominate five other bloggers who have less than 200 followers) eventually every one who does a blog with less than 200 followers will be a recipient.

However, Conrad is one of those lucky few who has the time and resources to play miniature war-games on a regular basis (and focuses on one of my particular favorite periods — the Peninsular War between the British and the French) and hasn’t played D&D since sometime last century. Still, he takes the time to read my scribblings and thinks enough of them that they made his short list of things to call attention to. For that I must thank him and return the favor by pointing out that his scribblings (especially for those who, like me, yearn to be a miniature war gamer) are well worth the effort.

In response to all of this praise (deserved or not), my focus turns to all of the things my various rambles have begun but never finished. Thus, at least in the near future, my production on line will slow a little while I try and figure out ways to actually fulfill some of that unfulfilled promise.

Saturday, November 24, 2012

Saintly Saturday: St. Clement of Rome

Today is the feast of St. Clement of Rome. According to the list of bishops given to us by both St. Irenaeus and St. Hegesippus, Clement was the third bishop of Rome. He became a Christian through Sts. Barnabas and Peter. Under the reign of Emperor Trajan, St. Clement was first sentenced to hard labor (where he found and ministered to many Christians) and then drowned by having an anchor tied around his neck about the year A.D. 100.


His legacy includes two Epistles written to the Corinthians. According St. Dionysius of Corinth, these letters were publicly read on Sundays in the church. Intriguingly, this means that these two Epistles were part of the discussion in the early Church as to what should be included in the New Testament canon. In my own experience, I have found that many do not realize that the NT as we know it was not formally recognized until the 4th century. Indeed, the earliest NT writings first appeared more than two decades after the crucifixion of Christ.

This, of course, is soil ripe for folks to claim that certain books were suppressed while others were forced upon Christians and other conspiracy theories about how the NT came to be. The Epistles of St. Clement, however, demonstrate a couple of important factors. First and foremost, the books of the NT were written by Christians for Christians and it was Christians who determined what stayed and what didn’t. Secondly, due to the fact that Clement’s letters did not make the cut despite being accepted as good and right (they were read publicly in church), the criteria for what stayed and what didn’t had two factors:

  • They had to contain the Apostolic kerygma — Christ crucified and risen.
  • They had to be written by that generation that witnessed Christ.

Clement, being the third bishop of Rome was too far away from the Apostles to make the cut.

His letters, though, are a very interesting read — particularly the first. It is replete with Scriptural quotes, focuses primarily on ethical behavior (something of a trend with early Roman Christians) and integrates Hellenistic thought. The most intriguing example of the latter (and most useful in terms of an FRPG) is the 25th chapter:
Let us consider that wonderful sign [of the resurrection] which takes place in Eastern lands, that is, in Arabia and the countries round about. There is a certain bird which is called a phœnix. This is the only one of its kind, and lives five hundred years. And when the time of its dissolution draws near that it must die, it builds itself a nest of frankincense, and myrrh, and other spices, into which, when the time is fulfilled, it enters and dies. But as the flesh decays a certain kind of worm is produced, which, being nourished by the juices of the dead bird, brings forth feathers. Then, when it has acquired strength, it takes up that nest in which are the bones of its parent, and bearing these it passes from the land of Arabia into Egypt, to the city called Heliopolis. And, in open day, flying in the sight of all men, it places them on the altar of the sun, and having done this, hastens back to its former abode. The priests then inspect the registers of the dates, and find that it has returned exactly as the five hundredth year was completed.
So, Clement gives us inspiration for a fantastic creature (the phoenix), its life cycle (which includes a larval stage) and an adventure — retrieving the bones from the city of Heliopolis. This presents a couple of interesting possibilities:

First, what if a the phoenix were an insect rather than a bird? This would explain the 500 year life cycle (an exaggeration of the 7-year cycle of the cicada), the worm-like larval stage (found in all kinds of insects) and (though Clement does not mention it) even the mythical fire of the phoenix (there are several insects that produce nasty chemical cocktails for self-defense). The “bones” in question could very well be the shedding of the outer shell as the phoenix emerges into its adult state.

Second, the adventure in question could very well be something of a competition or race. The value of the phoenix bones would have to be very high (are they a key component in the spell Raise Dead?). Various factions would hire and equip expeditions into the ancient (and monster infested) city to recover these bones. The party could very well be one of these expeditions. Extra-party rivalry, intrigue and conflict would be all part of the fun. Are there any agreed-to rules as to how these expeditions are to be conducted or is it a free-for-all? If there are rules, what are the penalties for cheating? What is the procedure for proving that someone did or did not cheat?

This, of course, is a beautiful set-up for a campaign. There is a built-in cultural reason that there are adventurers and that there is a megadungeon. There is also the added bonus of a built in time-frame in which a party needs to “level up” enough to be a contender in the adventure of several life-times. On this day one year from now, the competition begins. Will you and your party be ready?

Friday, November 23, 2012

The Slave Pits of Abhoth

I pray that everyone had a blessed Thanksgiving Day. I managed to finish a rough draft of The Slave Pits of Abhoth. This means that I have gone through it, spell checked it and edited it myself. Thus, there are still going to be errors throughout. Since I have never had more ambition about this project than to do what I have — produce something that I can share with a community that has been very kind to me and as a way to say, “Thank you” — I have no real intention or means to get this thing more seriously edited. However, I do understand that with the technology we have available today that this could be made available in other formats. As such, I would like to make this post an open thread for folks to comment, point out typos, technical problems, errata, criticisms, etc. If there is a real interest, I certainly can explore further other options.

In the meantime, (based upon feedback), I have decided to try Google Drive as a means for people to take a look at this. There are two links. The first is a normal layout one might expect from a .pdf. The second is saved as spreads so that folks can get a feel for how I originally envisioned this project to look. The first link is here. The second is here.

Enjoy and please let me know what you think. And again, thank you.

Saturday, November 17, 2012

Saintly Saturday: St. Gregory the Wonderworker

Today is the feast of St. Gregory of Neocaesaria the Wonderworker. He was a well-educated son of pagans who converted to Christianity. Around A.D. 240, he was elected as bishop of his hometown (modern-day Niksar, Turkey). Rather than go on, I am going to do something that I don’t often get to do — quote a saint about another. In his masterpiece On the Holy Spirit, St. Basil the Great uses St. Gregory as an example of a highly regarded early Christian who used the formula “in the Holy Spirit:”
But where shall I rank the great Gregory, and the words uttered by him? Shall we not place among Apostles and Prophets a man who walked by the same Spirit as they; who never through all his days diverged from the footprints of the saints; who maintained, as long as he lived, the exact principles of evangelical citizenship? I am sure that we shall do the truth a wrong if we refuse to number that soul with the people of God, shining as it did like a beacon in the Church of God; for by the fellow-working of the Spirit the power which he had over demons was tremendous, and so gifted was he with the grace of the word “for obedience to the faith among…the nations,” that, although only seventeen Christians were handed over to him, he brought the whole people alike in town and country through knowledge to God. He too by Christ’s mighty name commanded even rivers to change their course, and caused a lake, which afforded a ground of quarrel to some covetous brethren, to dry up. Moreover his predictions of things to come were such as in no wise to fall short of those of the great prophets. To recount all his wonderful works in detail would be too long a task. By the superabundance of gifts, wrought in him by the Spirit in all power and in signs and in marvels, he was styled a second Moses by the very enemies of the Church. Thus in all that he through grace accomplished, alike by word and deed, a light seemed ever to be shining, token of the heavenly power from the unseen which followed him. To this day he is a great object of admiration to the people of his own neighborhood, and his memory, established in the churches ever fresh and green, is not dulled by length of time. Thus not a practice, not a word, not a mystic rite has been added to the Church besides what he bequeathed to it. Hence truly on account of the antiquity of their institution many of their ceremonies appear to be defective. For his successors in the administration of the Churches could not endure to accept any subsequent discovery in addition to what had had his sanction. Now one of the institutions of Gregory is the very form of the doxology to which objection is now made, preserved by the Church on the authority of his tradition; a statement which may be verified without much trouble by any one who likes to make a short journey.


I would like to point out that St. Gregory’s witness, though powerful enough to the local Christians that they had refused to change anything in their liturgical life for well over a century, their practices were different from other local Churches. Note also that St. Basil had no real issue with this reality (as long as the dogmatic core of what was being taught and worshipped remained consistent).

If you would indulge me, I would make the case that the Church of Neocaesaria is a bit like that segment of our hobby that plays OD&D. I would argue also that there are certain principles found in OD&D that can be found in later iterations of the game that remain consistent despite all the rule changes and development of the hobby, just as St. Basil found himself on the same dogmatic foundation as St. Gregory, despite the differences in form.

When 4th edition came out, there was a lot of discussion about what D&D is, because the form had so radically changed that there was a question as to whether or not the principles that had allowed all of us to say, “I play D&D” (regardless of what ruleset we used) still existed. Although there had already been a move toward older styles due to the soul searching that followed Gygax’s death, I firmly believe that the existence of 4e accelerated the depth and the breadth of this exploration.

The fourth century in Christian history had a very similar pattern. There were a number of theologians deeply influenced by philosophy that started doing and saying things that were far enough away from what had come before, that the Church had to ask the question “What is Christianity?” Their answer is recorded in the dogmatic statements of the Ecumenical Councils.

What is fascinating about this history, however, is that those very same councils would use words and forms that were never used by Christians before them in order to defend what had come before. In other words, they borrowed things from their contemporary milieu, re-applied what had come before into this new-milieu, and came out stronger.

It is here that I need to quote Robert Conley:
To me the Old School Renaissance is not about playing a particular set of rules in a particular way, the dungeon crawl. It is about going back to the roots of our hobby and seeing what we could do differently. What avenues were not explored because of the commercial and personal interests of the game designers of the time.

We live in a new milieu. It is no longer the 1970s. Our cultural and technological landscape is radically different. What Robert is suggesting is that we take the principles of our hobby as they existed in the 1970s and re-apply them to our current reality. What we might end up with may very well look different from OD&D, but our hobby today is going through a golden age because of this process of re-applying what we learned from the hobby as it was in the 1970s.

For example, player freedom, agency and creativity are core principles that I insist upon. In my own experience, the best way that these get expressed is within the context of an abstract combat system. My recent musings on some of the shortcomings of this abstraction, however, resulted in a few folks reminiscing about how glad they are that they no longer play that way. Indeed, Robert himself prefers a far more concrete form of combat simulation (but acknowledges that the trade-off is far more time spent in actual simulation).

This is a pattern found in the 1970s, when several folks moved away from the D&D abstraction towards a more realistic model — because that realism was a core principle that they found important enough that they changed the way they played the game.

The beauty of our current situation is that we have all of the history to go back to and see how it was done before and what resulted from certain choices in game-style and rule-set. We, because of our milieu, now have the freedom to go back and tweak these choices and explore how other choices impact the way the hobby is done. And we are stronger for it.

Friday, November 16, 2012

Speaking of Archers...

I have been ill this week, therefore I have done a lot more TV watching than I normally do. Fortunately, in these days of streaming video, it means I can be a lot more selective about what I watch. One of the more surprising discoveries I have made this week is CW’s Arrow.

Back when I did read comic books on a regular basis, Green Arrow was one of my all-time favorite heroes and definitely my favorite second-tier hero (I even liked Green Arrow II, Conner Hawke). The image that cements Green Arrow in my mind as one of the coolest ever, though, is this:


The sheer tenacity of the aged, one-armed Oliver Queen taking on Superman (and winning) in Frank Miller’s Dark Knight warms my heart. One of the reasons I tend to be a DC guy is that they play with the archetypal struggle of humanity vs. the superhuman. This is exemplified not only by the image above, but by the fact that Batman has a piece of green kryptonite in the Bat Cave just in case.

It is fine when the god-like superheroes of the DC universe serve humanity, but the moment they turn on humanity (either out of selfishness or allegiance to a different cause), guys like Batman and Green Arrow are ready and willing to take them on in defense of us regular joes. I love that.

From my own Christian POV, Batman and Green Arrow are akin to prophets — they are ever-vigilant against idol-worship (which is what superheroes would be doing if they stopped serving humanity — they'd worship themselves and their power rather than the God who created them) and they remind us of the fallenness of the world in which we live.

This all brings me back to CW’s Arrow, which is a TV adaptation of DCs Green Arrow, and it is a surprisingly good one. Not having paid much attention to comics in well over a decade, I don’t know how well the series meshes with current canon, but I really don’t much care. It is a refreshing re-telling of the Green Arrow story that gives enough nods to the mythos that I am very much satisfied with the effort thus far.

One of things that I am finding very intriguing is the honesty with which it deals with the consequences of being a vigilante. Unlike the classic Batman, this version of Oliver Queen has no qualms about killing people. Although he has done the calculations and figured that it is worth the price, there is definitely a toll that is being paid for all this darkness. While I completely understand why he has made the choices he has, I don’t agree with his choices. And yet, I care enough about him that I continue to watch.

Indeed, for my buck, this is one of the best TV adaptations of any comic book superhero I have ever seen. So, if you haven’t already, check it out.

Thursday, November 15, 2012

Holmes on Abstract Melee vs. Concrete Missile Combat

It is an old school trope that combat is abstract and that each “to hit” roll is actually a “to damage” roll representing several attempted strikes over the course of a one minute combat round. This understanding of combat, however, breaks down with the introduction of missile fire, where the use of ammunition necessitates the understanding that each die roll represents a single shot. Thus, the game has moved toward applying the same understanding to melee. One of the first to do this was Dr. Holmes:
In a melee the attacker strikes a blow or "takes a swing."
...
Melee is the most exciting part of the game, but it must be imagined as if it were occuring in slow motion so that the effect of each blow can be worked out.
Recently there have been a couple of attempts (Brenden at Untimately and Talysman at 9 and 30 Kingdoms) at reversing this trend by abstracting missile combat. As much as I like both of these (especially Brenden’s), they both break down once thrown weapons enter the picture (as Brenden himself acknowledges).

This suggests that missile combat was never meant to be abstracted, but rather a separate subsystem of combat. I say this because of the aforementioned Dr. Holmes. Despite his contribution to the modern conception of D&D combat, if one understands his work to be an edit of OD&D, he can shed light on a way for old-schoolers to have their cake and eat it too:
Once the party is engaged in melee, arrows can not be fired into the fight because of the probability of hitting friendly characters.
If one follows Holmes on this score, than melee combat is clearly differentiated from missile combat — they happen in different phases of the game and can therefore be handled differently. Melee can be abstract while missile combat represents individual shots.

The key to this is a proper understanding of movement, because there is a danger of completely eliminating missile combat from most encounters if opposing sides can close into melee before any shots are made. Here is movement according to OD&D:
Movement … is in segments of approximately ten minutes. Thus it takes ten minutes to move about two moves — 120 feet for a fully armored character. Two moves constitute a turn, except in flight/pursuit situations where the moves/turn will be doubled.
...
Melee is fast and furious. There are ten rounds of combat per turn.
Encounter distance in a dungeon is from 20-80 feet. Therefore, it would be possible for the side who wins initiative to close into melee and prevent missile fire altogether; however, take a look at how Holmes handles movement:
There are ten "rounds" of combat per turn. Each round is ten seconds, so a combat turn is shorter than a regular turn, but results in at least as much muscular fatigue. Movement (if any) is usually at a sprint; an unarmored man can move 20 feet per melee round, a fully armored man only 10 feet.
Note that if one ignores the fact that Holmes has shortened the combat round from one minute to 10 seconds, his combat movement is approximately 1/10 that of normal movement (for a more detailed examination of movement in Holmes, see my post here). In other words, rather than having a full move every round, a character or monster still has a full move over the course of a turn.

The upside of this understanding of movement is that in a typical encounter, the process of closing into melee (and thus ending the missile portion of combat) will usually take a number of rounds. Thus, the process of getting into melee is full of interesting tactical choices.

For those of you who have grown up with the notion that their character can fire into a melee, the subsystems are actually not as incompatible as one might expect. As Holmes suggests, firing into melee is fraught with danger — there is a very real possibility of friendly fire (my take on how to do this with Holmes is here and here). Thus, rather than letting loose as many arrows as possible into the fight, an archer would most likely be waiting until there is a safe opening through which to fire. Thus, in the abstraction of melee combat, someone who is firing into that melee is going to only have one clear shot every minute or so — which translates into one missile per round.

Saturday, November 10, 2012

Saintly Saturday: The Martyrdom of St. George

Today is an intriguing local commemoration within the Georgian Orthodox Church — the Martyrdom of St. George the Great Martyr and Trophy-Bearer. The country of Georgia has a very special relationship with St. George, who is normally celebrated on the day of his death: April 23. This relationship begins with St. Nino Equal-to-the-Apostles and Enlightener of Georgia (a woman, by the way). She was a relative of St. George and was intimately familiar with his story.


She set aside today as a special commemoration of St. George, remembering his torture on the wheel. Historically, a victim of the wheel was tied across the spokes and a hammer was used on the limbs of the victim in-between the spokes. This made it easier to break bones. Victims would be left exposed and would die of dehydration, shock or a combination of the two.


Through St. Nino, St. George became a patron saint for the whole nation. A patron saint is a saint with whom a nation, organization, family or individual has a special relationship in which the saint is seen as a special protector and whom prayer is especially dedicated to. As a result of Georigia’s relationship with St. George there are churches and chapels dedicated to him all over the country (especially in villages). Almost every day of the year, there is some sort of dedication to St. George related to the building of a church or chapel, or a miraculous icon.

It is this ubiquity that intrigues me, and is something that can be easily incorporated into an FRPG campaign. Rather than overwhelm players with a plethora of saints, have one saint (or possibly a few) that play the role of patron for an entire region. This could manifest itself through play in a number of ways:

  • Simple greetings can be based upon the saint — “Through the prayers of St. George;” “May St. George walk with you.”
  • Local festivals can be based upon events in the life of the saint (for some ideas, you can check out this post).
  • Items from the saint’s life could have special meaning and thus require extra effort. For example, in a fantasy version of Georgia, it might be seen as anathema to use any wheel without first getting it blessed by the local priest.
  • These same items could also become symbols of local guilds, organizations or individuals.

In other words, with very little effort, an entire region of a campaign world can come alive and have a depth of character simply by telling the story of a saint.

For example, in my pre-blogging days, one of my Gamer ADD projects was a pseudo-Christian campaign world to take advantage of several Goodman Games modules I own. The small region that was to be the focus of the campaign had been invaded by an evil army and the local rulers (four of them) were asked to surrender. Part of this meant denouncing Christ. They refused and where turned to stone. Miracles started happening in the vicinity and allowed the locals to push the invaders out of their little valley.

Colloquially they are called The Four Saints or simply The Four. They still stand petrified where they were originally turned to stone (though they have been known to change over time). One of the ways this patronage plays out in the local culture is that it is considered bad luck to sell anything in anything other than a factor of four. Thus, livestock is sold by the hoof rather that the head.

This sort of thing doesn’t have a major impact on the mechanics of the game, but it does give the players a chance to immerse themselves into a campaign world with something simple and relatable.

Friday, November 9, 2012

I am Somewhat Impressed

WotC continues to surprise. It looks as if they are planning to re-release the A-Series in hardcover form next summer along with a new introductory adventure. It seems that the sentiments that exist around these here parts are beginning to take hold. I hope this is a trend that continues...

Saturday, November 3, 2012

Saintly Saturday: The Martyrs Arkepsimas, Joseph and Aethalas of Persia

Today, I would normally be inclined to wax poetic about St. Raphael of Brooklyn (since he is a recent and American Saint); however, since he is celebrated on the first Saturday of November, I did so last year. Having re-read that post in preparation for this one, I would add to it my own recent musings about WH40K and the ability to include the wandering Christian in any RPG setting.

Rather, I will write about another feast celebrated today: the Martyrs Arkepsimas, Joseph and Aethalas of Persia. During the 4th century, Christianity was flowering within the Persian Empire. The Church was building churches and appointing clergy even in the royal cities of Seleucia and Ctesiphon (both in modern day Iraq). Both the Magi of the native Zoroastrianism and the local Jews grew envious of this success. Therefore, they accused the bishop of these cities (St. Symeon) of espionage. This charge stuck because Christianity had become the state religion of Persia's great rival — the Roman Empire. Thus began a great persecution of Christians within the Persian Empire under Sapor II.


Sts. Arkepsimas, Joseph and Aethalas were all arrested during this time. Arkepsimas was Bishop of Naesson, Joseph was a presbyter and Aethalas was a deacon. They were taken to Arbela where they were put on trial by the Zoroastrian Magi Ardarkh. When they refused to denounce Christ, they were thrown in prison where they suffered for three years. At this point, the emperor himself came to worship at the temple in Arbela and demanded to see the three prisoners. When the three confessed their faith in Christ, Arkepsimas was beheaded and Joseph and Aethalas were stoned.

Interestingly, guards were set up so as to prevent the recovery of the bodies. Christians managed to recover Dn. Aethalas and secretly buried his body. At his grave, a tree began to grow bearing fruit with healing properties.

For me, the beginning of this story puts an interesting twist on the classic fantasy trope of Temple Street. Imagine, for a moment, rather than the classic RPG and S&S pseudo-pagan temples (such as those from the Greyhawk pantheon like Pholtus, Celestian, Fharlanghn, Boccob, etc),  a street with a Zoroastrian Temple, a Jewish Synagogue and a Christian Church. For me, this is a much more intriguing set-up than the normal trope.

In addition, this story suggests a spin on the traditional Rescue-the-Princess adventure trope. Imagine, for a moment, an urban campaign where one of the party’s primary functions is the recovery of bodies. This need not even be in an overtly Christian context. One could justify a whole campaign based on the idea that there are necromantic forces that have power over the bodies of those that are not properly buried. Thus, the recovery of a body means one less undead the city guard have to deal with.

Finally, here’s another twist, this time with the fantasy trope of the Elven Tree:

The Deacon’s Tree

This very rare and highly valued tree only grows upon the grave of a martyred deacon. It remains green regardless of the season and its branches bear a variety of magical fruit. These fruits, when eaten, bestow upon the recipient a type of healing spell, depending on the color of the fruit. On any given day, a Deacon’s Tree will have the following fruit:
    1d4-1 Red (Cure Light Wounds)
    1d6-4 Orange (Cure Disease)
    1d8-7 Yellow (Remove Curse)
    1d10-9 Green (Cure Serious Wounds)
    1d12-11 Purple (Neutralize Poison)
    1d20-19 Blue (Cure Critical Wounds)
In addition, each fruit will have 1d4-1 seeds. These can be used to plant a new Deacon’s Tree or (more commonly) as a one-use +1 bonus to any die roll (after which the seed is destroyed).

Friday, November 2, 2012

The Slave Pits of Abhoth

Earlier this week, I posted an update on my version of the Slave Pits of the Undercity. The main purpose of that post (besides putting pressure on myself to finish the project), was to ask the question of those who know better than I: what is the best, easiest and safest way to get people the .pdf who want it?

Unfortunately, the post has not garnered a lot of hits and the only comment thus far was some (much appreciated) encouragement. One of the big hurdles that I managed to get over this week (and one of the reasons that there is a light at the end of this tunnel) is the cover art. I wanted to do it myself and to do something that not only gave a loving homage to the original Slave Pits, but also to demonstrate that this not the Slave Pits of the Undercity. I am going to share in hopes that this gets a bit more traffic and possibly an answer to my question:

Enjoy.