In Seasons, two of the stores, A Promise in the Snow and The Obakeneko of the Geishu Clan bring forth the supernatural elements to the forefront of the Usagi setting.
In A Promise in the Snow, Usagi is doing his standard wanderings and comes across a merchant that has been attacked and is near the point of dying. From out of nowhere the merchant's daughter comes and collects a promise from Usagi that the wandering ronin will not let her father die.
This is one of the first times I remember going, "She's a ghost." the tip off is when Usagi tells the father, who is stumbling in and out of consciousness, that the merchant's daughter will lead the way and he replies, "F-fum-chant? But... " Right there, perhaps because I've read so much Usagi recently, I knew it was going to involve the supernatural.
But it makes an interesting turn of things for a role playing perspective. The ghost doesn't do any harm to Usagi. She leads him to safety. She doesn't really help him, but she does guard her father. Too often in fantasy RPGs, the focus on the ghost is fighting the ghost and somehow putting it to rest, ususally doing something that involves further adventure. But what if the ghost has a specific short set mission and doesn't even know it's a ghost? The more subtle elements of the supernatural can be played up on that don't involve direct conflict to give the players a greater appreciation of the beyond.
In the Obakeneko, Usagi, Gen, and Tomoe are invited out of the cold weather only to be attacked by a supernatural entity. The three are victorious of course and latter learn the tale of the owner of the house. the thing I thought interesting, was the illusions of the house as being new and stately. There were little insights that might make one suspect something was wrong, like a lack of servants, but the idea of a stately manor being whole and sound...
When the entity is defeated, the illusion is dropped. This allows the GM to prsent a magnificent encounter local that is actually shambles. This can be overused though and the GM should try and keep track of how many times he does it.
Usagi continues to provide both character elements and moments of 'cool' that can easily be swapped for most fantasy role playing based games.
Friday, December 31, 2010
Thursday, December 30, 2010
Usagi Yojimbo Seasons
Usagi Yojimbo Seasons is the last of the Usagi books that I did not own. I managed to snag it from Things From Another World, a web site vendor that actually sold it for less than the cover price at Amazon.com. Interestingly enough, all of the other sellers were selling it for massive amounts over the cover price. My order arrived in two days. Good deal all around.
Seasons has some points in it I'd consider weak. The use and reuse of certain elements, especially in fields of the supernatural, comes across a little too obvious. Good stuff for those who've never read the material before.
Before I ramble on too much, let's see what's inside eh?
The Withered Field: Stan does a fantastic job of introducing new characters. Here we are meet with Nakamura Koji. He is a master of the sword and a wanderer like Usagi himself. He was once a man who would teach the art of the sword but was soundly bested and went on the road to improve his skills. He's an important character for a few reasons.
One, he actually beats Usagi in a duel. While it's not cool to continuously shove the players face into the dirt, it doesn't hurt to remind them that there are still giants in the earth and that their power, as great as it is, may have equals or superiors out there.
Two, its a set up for a latter duel with Usagi's mentor. This doesn't happen until volume seventeen. Stan is able to build up different expectations in the in-between sequences and does a lot to promote things between Nakamura, Usagi, and Katsuichi.
Three, it gives the GM a chance to make Usagi look cool. You see, while Nakamura is out challenging schools, those schools don't like it necessarily and send out students to kill him. These are effectively minions and Usagi and Nakamura cut through them like butter. This allows the player to still showcase how powerful they are.
Four, it serves as a showcase of something beyond alignments. Nakamura accepted Usagi's help in a fight and then challenges him to a duel. What's up with that? It's Nakamura's motivation you see. He's not concerned necessarily with the good or evil of an action. He's concerned with being the best swordsman he can be. That motivation in and of itself is one that's used time and time again. Even with the manga character Guts from Berserk, before his battle against the supernatural, his main motivation was to become a great swordsman. Hell, it's the motivation of most players I know, to be the best in their field.
But are they really striving to be the best? Are they willing to give up creature comforts? To challenge friends? To issue challenges against anyone, regardless of their social status and ability? To take it on the road so to speak?
There are other bits of Seasons I'll get back to, but the idea of being the best, of having the motivation to throw away a past live, it strikes a powerful chord and is another useful thing to discuss with players. What is your motivation and what are you willing to do for it?
Seasons has some points in it I'd consider weak. The use and reuse of certain elements, especially in fields of the supernatural, comes across a little too obvious. Good stuff for those who've never read the material before.
Before I ramble on too much, let's see what's inside eh?
The Withered Field: Stan does a fantastic job of introducing new characters. Here we are meet with Nakamura Koji. He is a master of the sword and a wanderer like Usagi himself. He was once a man who would teach the art of the sword but was soundly bested and went on the road to improve his skills. He's an important character for a few reasons.
One, he actually beats Usagi in a duel. While it's not cool to continuously shove the players face into the dirt, it doesn't hurt to remind them that there are still giants in the earth and that their power, as great as it is, may have equals or superiors out there.
Two, its a set up for a latter duel with Usagi's mentor. This doesn't happen until volume seventeen. Stan is able to build up different expectations in the in-between sequences and does a lot to promote things between Nakamura, Usagi, and Katsuichi.
Three, it gives the GM a chance to make Usagi look cool. You see, while Nakamura is out challenging schools, those schools don't like it necessarily and send out students to kill him. These are effectively minions and Usagi and Nakamura cut through them like butter. This allows the player to still showcase how powerful they are.
Four, it serves as a showcase of something beyond alignments. Nakamura accepted Usagi's help in a fight and then challenges him to a duel. What's up with that? It's Nakamura's motivation you see. He's not concerned necessarily with the good or evil of an action. He's concerned with being the best swordsman he can be. That motivation in and of itself is one that's used time and time again. Even with the manga character Guts from Berserk, before his battle against the supernatural, his main motivation was to become a great swordsman. Hell, it's the motivation of most players I know, to be the best in their field.
But are they really striving to be the best? Are they willing to give up creature comforts? To challenge friends? To issue challenges against anyone, regardless of their social status and ability? To take it on the road so to speak?
There are other bits of Seasons I'll get back to, but the idea of being the best, of having the motivation to throw away a past live, it strikes a powerful chord and is another useful thing to discuss with players. What is your motivation and what are you willing to do for it?
Wednesday, December 29, 2010
Witch Hunters
While I was at Half Priced books in Niles, I came across a Warhammer omnibus about a Witch Hunter. Now Warhammer is known for its portral of the Witch Hunter. They are religious zealots that will not suffer the abuse of magic or sorcerer and hunt down those things which use them.
Robert E. Howard was probably one of the first times I was introduced to such a concept through his character, Solomen Kane. Hell, there's even a Savage Worlds game in full color with a few supplements on him.
In short, the character concept is old and while it is often tied to Puritan views, its very existance in Warhammer tied to the man god Sigmar shows that the manner of transporting such an archetype is solid.
But what does that mean for an RPG? Well, outside of serving as an inspiration for a martial character that fights evil sorcery, consider the following:
The character is or at least practices some form of faith and often in a very narrow manner. This may lead to conflict with other party memebers. Such things are as classic as the half-orc assassin trying to adventure with the paladin who may not travel with known evil fellows from first edition though, so its not that much of a hurdle to overcome.
The character, being a member or at least knowing about the religion, may have ties to the church. The church is a massive organizaiton that generally has many small branches thoughout the land. And if Warhammer and history in general has shown us anything, it is that when the cat is away the mice will paly. Those places that are on the edge of empire or well nestled within full corruption may not actually appreciate the good work that such a witch hunter may do and actively seek to oppose him, to shield those the witch hunter would seek out. After all, what does a little necromancy matter if those who practice it still attend to the church and still donate most generously? Let these little things slide.
The character, being a hunter, is a known element and like any known element, may have his own detractors. Has the character ever killed the wrong person? Have any relatives sought to bring the character to their own version of justice? And of course, if the character has crossed paths with any of the more powerful forces, such as chaos or the undead, well, they might want to preemptive strike him so that he doesn't come after them.
The Witch Hunter is an interesting concept and I'm looking forward to digging into this Omnibus and looking over some of my Dark Horse Solomen Kane comics for further inspiration.
Robert E. Howard was probably one of the first times I was introduced to such a concept through his character, Solomen Kane. Hell, there's even a Savage Worlds game in full color with a few supplements on him.
In short, the character concept is old and while it is often tied to Puritan views, its very existance in Warhammer tied to the man god Sigmar shows that the manner of transporting such an archetype is solid.
But what does that mean for an RPG? Well, outside of serving as an inspiration for a martial character that fights evil sorcery, consider the following:
The character is or at least practices some form of faith and often in a very narrow manner. This may lead to conflict with other party memebers. Such things are as classic as the half-orc assassin trying to adventure with the paladin who may not travel with known evil fellows from first edition though, so its not that much of a hurdle to overcome.
The character, being a member or at least knowing about the religion, may have ties to the church. The church is a massive organizaiton that generally has many small branches thoughout the land. And if Warhammer and history in general has shown us anything, it is that when the cat is away the mice will paly. Those places that are on the edge of empire or well nestled within full corruption may not actually appreciate the good work that such a witch hunter may do and actively seek to oppose him, to shield those the witch hunter would seek out. After all, what does a little necromancy matter if those who practice it still attend to the church and still donate most generously? Let these little things slide.
The character, being a hunter, is a known element and like any known element, may have his own detractors. Has the character ever killed the wrong person? Have any relatives sought to bring the character to their own version of justice? And of course, if the character has crossed paths with any of the more powerful forces, such as chaos or the undead, well, they might want to preemptive strike him so that he doesn't come after them.
The Witch Hunter is an interesting concept and I'm looking forward to digging into this Omnibus and looking over some of my Dark Horse Solomen Kane comics for further inspiration.
Tuesday, December 28, 2010
Usagi Yojimbo: The Brink of Life and Death
Let me hit some of the points here:
Kaiso: Usagi encounters a village of seaweed farmers but there is something odd going on with the other nearby village. Here Usagi is able, as an outside, to see where the true conflict lies. In addition, the author, Stan, is once again able to take something that seems small, seaweed farming, and make a story out of it. Not only that, but he does so in a way that's informative without being boring. If you can bring your setting to life in little ways like this, you're doing it right. Then again, it helps if the players are like Usagi and are willing to learn and explore the world about them.
A Meeting of Strangers: Usagi is always meeting 'the most interesting people' so to speak. In this case, he meets a woman swordmaster who showcases her skills by killing several bounty hunters. During that time though, a 'snitch' spots her and Usagi, who has made his own share of enemies. The stranger comes through and even saves Usagi's life. Intorducing NPCs into the game that the players want to learn more about can be tricky in that you don't want them to outshine the players in their fields but at the same time, if those NPCs don't stick around, they can make the players want to learn more about them.
Black Soul: Jei makes another apperance here. This would be considered an 'interlude' in some novels or comics in that it doesn't touch the main body of the story but at the same time, Jei has a huge role to play in upcoming events and by giving Jei his own 'sidekick', the author makes him more than just a mad killing machine. By giving the players a glimpse into what else is going on in the setting, the GM can set up anticipation for future encounters and events.
Noodles: This one has several factors going for it. A meeting with an old friend, a corrupt police officer who gets the wrong man for the wrong reason but that man is still a criminal. The use of irony in man-man karma and other bits. This is writing work at its strong points. Stan is able to weave continuity together with new elements and make the reader want to know what happens next. By having the problem be theft and having Usagi meet his old friend, the thief Kitsune, the reader automatically assumes that the rash of thef is caused by here.
Further reading however, shows that it's the corrupt official who winds up using Kitsune's accomplace, Noodles, as the fall guy. By doing this, the author switches the expectations around and sets up the officer for his own Karma based fall. Truly Stan must be a fan of such series as My Name is Earl.
Wrath of the Tangled Skein brings more of the supernatural to the forefront. Usagi fights a nue, a monster with the head of a monkey, a bager's body, tiger's legs, and a snake for a taile. Now mind you, the thing is about as big as a horse, not a badger. Usagi also battles a tanuki, a raccoon-like dog that is a shape changer trickster. These two monsters alone provide a suitible encounter with the nue acting as a 'brute' and the tanuki acting as a controler of sorts.
Usagi also meets Sanshobo, a priest that was a former warrior. Another character that will come to be more important as the series progresses. Despite being a former warrior however, Sanshobo doesn't cross over with Usagi's skill set in terms of swordskill or motivation. He's a priest that tends to specialize in fighting off possession.
Bats, The Cat, and the Rabbit brings more ninja warfare to Usagi. He meets another ally and fights against the bat ninja. It's another instance of trouble running into Usagi. It's important for me to keep these events in my mind because they are effectively random encounters that go beyond the single encounter. The chance meeting is the start of the actual adventure as opposed to just a onetime battle.
The Chrysanthemum Pass showcases Usagi as the do-gooder again. He happens to meet an older individual who is a disguised assassin. The use of disguise here is solid in that it allows the assassin to get in close to its target. The use of the mole ninjas however, allows the surprise to take a more dangerous form. These can make good encounter elements where the party is lead to an ambush point by what they take to be a friendly face only to find out that it is not.
Lightning Strikes Twice is the last story here and brings Usagi face to face with the female swordswoman who we learn calls herself Inazuma or lightning flash, for her speed with the blade. She is telling her tale almost as a warning to Usagi and her backstory, of being hunted for murdering a crime boss's son, comes into play as she continues to fight off disguised assassins and bounty hunters as well as where he travelling takes her.
Stan is able to use his visual style and storytelling skills to bring the setting to life. He is able to put Usagi against enemies that take a wide variety and prevent the sword scenes from being boring. Stan brings forth new characters and uses older ones to keep the action moving forward. By expanding the setting, Stan keeps Usagi from becoming stale and keeps the setting fresh. When you think you're out of ideas, look at something mundane and ordinary and bring some opposition to it.
Kaiso: Usagi encounters a village of seaweed farmers but there is something odd going on with the other nearby village. Here Usagi is able, as an outside, to see where the true conflict lies. In addition, the author, Stan, is once again able to take something that seems small, seaweed farming, and make a story out of it. Not only that, but he does so in a way that's informative without being boring. If you can bring your setting to life in little ways like this, you're doing it right. Then again, it helps if the players are like Usagi and are willing to learn and explore the world about them.
A Meeting of Strangers: Usagi is always meeting 'the most interesting people' so to speak. In this case, he meets a woman swordmaster who showcases her skills by killing several bounty hunters. During that time though, a 'snitch' spots her and Usagi, who has made his own share of enemies. The stranger comes through and even saves Usagi's life. Intorducing NPCs into the game that the players want to learn more about can be tricky in that you don't want them to outshine the players in their fields but at the same time, if those NPCs don't stick around, they can make the players want to learn more about them.
Black Soul: Jei makes another apperance here. This would be considered an 'interlude' in some novels or comics in that it doesn't touch the main body of the story but at the same time, Jei has a huge role to play in upcoming events and by giving Jei his own 'sidekick', the author makes him more than just a mad killing machine. By giving the players a glimpse into what else is going on in the setting, the GM can set up anticipation for future encounters and events.
Noodles: This one has several factors going for it. A meeting with an old friend, a corrupt police officer who gets the wrong man for the wrong reason but that man is still a criminal. The use of irony in man-man karma and other bits. This is writing work at its strong points. Stan is able to weave continuity together with new elements and make the reader want to know what happens next. By having the problem be theft and having Usagi meet his old friend, the thief Kitsune, the reader automatically assumes that the rash of thef is caused by here.
Further reading however, shows that it's the corrupt official who winds up using Kitsune's accomplace, Noodles, as the fall guy. By doing this, the author switches the expectations around and sets up the officer for his own Karma based fall. Truly Stan must be a fan of such series as My Name is Earl.
Wrath of the Tangled Skein brings more of the supernatural to the forefront. Usagi fights a nue, a monster with the head of a monkey, a bager's body, tiger's legs, and a snake for a taile. Now mind you, the thing is about as big as a horse, not a badger. Usagi also battles a tanuki, a raccoon-like dog that is a shape changer trickster. These two monsters alone provide a suitible encounter with the nue acting as a 'brute' and the tanuki acting as a controler of sorts.
Usagi also meets Sanshobo, a priest that was a former warrior. Another character that will come to be more important as the series progresses. Despite being a former warrior however, Sanshobo doesn't cross over with Usagi's skill set in terms of swordskill or motivation. He's a priest that tends to specialize in fighting off possession.
Bats, The Cat, and the Rabbit brings more ninja warfare to Usagi. He meets another ally and fights against the bat ninja. It's another instance of trouble running into Usagi. It's important for me to keep these events in my mind because they are effectively random encounters that go beyond the single encounter. The chance meeting is the start of the actual adventure as opposed to just a onetime battle.
The Chrysanthemum Pass showcases Usagi as the do-gooder again. He happens to meet an older individual who is a disguised assassin. The use of disguise here is solid in that it allows the assassin to get in close to its target. The use of the mole ninjas however, allows the surprise to take a more dangerous form. These can make good encounter elements where the party is lead to an ambush point by what they take to be a friendly face only to find out that it is not.
Lightning Strikes Twice is the last story here and brings Usagi face to face with the female swordswoman who we learn calls herself Inazuma or lightning flash, for her speed with the blade. She is telling her tale almost as a warning to Usagi and her backstory, of being hunted for murdering a crime boss's son, comes into play as she continues to fight off disguised assassins and bounty hunters as well as where he travelling takes her.
Stan is able to use his visual style and storytelling skills to bring the setting to life. He is able to put Usagi against enemies that take a wide variety and prevent the sword scenes from being boring. Stan brings forth new characters and uses older ones to keep the action moving forward. By expanding the setting, Stan keeps Usagi from becoming stale and keeps the setting fresh. When you think you're out of ideas, look at something mundane and ordinary and bring some opposition to it.
Monday, December 27, 2010
Usagi Yojimbo: Daisho
Usagi Yojimbo continues to make his presence known with this, the next reprint of the sold out volume nine.
For gaming purposes, let me consider the following:
1. Random Encounters that aren't hostile. While its always a good thing to keep the wandering random encounters packed to the gills with the dreaded and dangerous, sometimes you want to feed the players some of the setting and give them some more connection to the setting.
Here, Usagi meets a Komuso "monk of emptiness" that wears a tengai, a woven basket over his head and plays a shakuhachi, bamboo flute. The meeting between the two goes well and the reader is rewarded with a real feel for the character, caste, and style of the komuso.
2. If there is no body... I've mentioned it before, but Stan, the author of Usagi, is notorious in that if there is no body, the villain will be back. Here, one of the members of the 'Shi' group from the previous collection who was buried alive, makes his return. When the players overcome their foes, is there a way that would make it more entertaining for the game if that villain's death wasn't so obvious and there was a chance of him coming back? If so, take it. If it'll feel like a cheap shortcut, ignore it.
3. Travel is tough. When the players are out and about, remind them of the simple pleasures of the towns. Things like being in an enclosed space, having people around, having water, heat, and a variety of food. Every time that Usagi comes to a town, even if its small and nameless, he's greatful because it means a chance to sleep inside on a bed.
4. Karma. Stan is a master of using karma to settle the score even when the Samurai rabbit isn't able to do so. These examples range from bully swordsmen making the mistake of challenging Usagi directly, to brothers backstabbing each other to make a gold claim. If you run a campaign and want the palyers to follow a certain style of gaming with a gentle hand, showcasing what happens to others in the setting can be a clear example of how the setting works moreso than just having a wandering paladin kill the drow assassin.
5. Slavery and Theft: I'll admit, that some things are easier to read about then to implement in a game. For example, making the players slaves. Usagi in his wanderings suffers the loss of his blades and his freedom from time to time but players, in my experience, generally don't take such loss well. Part of this might be the increasing complexity of game systems where everything from statistics and background abilities are designed to mesh into magic items and feats but part of it may just be the lack of freedom in a game about doing what you want. When using either slavery or outright theft, try to gauage how the players will handle it and if necessary use outside elements to end them if it goes against the grain of the group.
6. Not Everything Is As It Seems: Usagi gets to meet Stray Dog, another Ronin and another bounty hunter like his friend Gen. Stray Dog seems even more of an outlaw and rogue than Gen but when you look past that and see where he goes after the fighting is done, he doesnt' spend his winnings on himself, but rather on an orphanage. Something that may come along later to haunt the Stray Dog but in the meanwhile it acts as contrast to his stone cold killer bounty hunter persona.
7. Social Status: The society that Usagi comes from is very rigid in some of its aspects. Samurai are not peasants but that doesn't necessarily make them royalty. In today's politically correct world where everyone can be anything, the idea of social mobility is fairly ingrained despite the realities that most often people don't switch social classes. When allowing players to design their characters, see where their coming from, what they're trying to do.
There is no point in making a half-orc female paladin that strives against the social order and against stigma associated with half orcs, women, or half orc women being knights if none of those things are an issue. It doesn't mean mechanically the idea is unsound, but if the role playing reasons for selecting a certain combination don't apply, either have the character come from a reigion where they did apply or inform the player of the campaign's freedoms which ironically act as another type of character restriction.
For gaming purposes, let me consider the following:
1. Random Encounters that aren't hostile. While its always a good thing to keep the wandering random encounters packed to the gills with the dreaded and dangerous, sometimes you want to feed the players some of the setting and give them some more connection to the setting.
Here, Usagi meets a Komuso "monk of emptiness" that wears a tengai, a woven basket over his head and plays a shakuhachi, bamboo flute. The meeting between the two goes well and the reader is rewarded with a real feel for the character, caste, and style of the komuso.
2. If there is no body... I've mentioned it before, but Stan, the author of Usagi, is notorious in that if there is no body, the villain will be back. Here, one of the members of the 'Shi' group from the previous collection who was buried alive, makes his return. When the players overcome their foes, is there a way that would make it more entertaining for the game if that villain's death wasn't so obvious and there was a chance of him coming back? If so, take it. If it'll feel like a cheap shortcut, ignore it.
3. Travel is tough. When the players are out and about, remind them of the simple pleasures of the towns. Things like being in an enclosed space, having people around, having water, heat, and a variety of food. Every time that Usagi comes to a town, even if its small and nameless, he's greatful because it means a chance to sleep inside on a bed.
4. Karma. Stan is a master of using karma to settle the score even when the Samurai rabbit isn't able to do so. These examples range from bully swordsmen making the mistake of challenging Usagi directly, to brothers backstabbing each other to make a gold claim. If you run a campaign and want the palyers to follow a certain style of gaming with a gentle hand, showcasing what happens to others in the setting can be a clear example of how the setting works moreso than just having a wandering paladin kill the drow assassin.
5. Slavery and Theft: I'll admit, that some things are easier to read about then to implement in a game. For example, making the players slaves. Usagi in his wanderings suffers the loss of his blades and his freedom from time to time but players, in my experience, generally don't take such loss well. Part of this might be the increasing complexity of game systems where everything from statistics and background abilities are designed to mesh into magic items and feats but part of it may just be the lack of freedom in a game about doing what you want. When using either slavery or outright theft, try to gauage how the players will handle it and if necessary use outside elements to end them if it goes against the grain of the group.
6. Not Everything Is As It Seems: Usagi gets to meet Stray Dog, another Ronin and another bounty hunter like his friend Gen. Stray Dog seems even more of an outlaw and rogue than Gen but when you look past that and see where he goes after the fighting is done, he doesnt' spend his winnings on himself, but rather on an orphanage. Something that may come along later to haunt the Stray Dog but in the meanwhile it acts as contrast to his stone cold killer bounty hunter persona.
7. Social Status: The society that Usagi comes from is very rigid in some of its aspects. Samurai are not peasants but that doesn't necessarily make them royalty. In today's politically correct world where everyone can be anything, the idea of social mobility is fairly ingrained despite the realities that most often people don't switch social classes. When allowing players to design their characters, see where their coming from, what they're trying to do.
There is no point in making a half-orc female paladin that strives against the social order and against stigma associated with half orcs, women, or half orc women being knights if none of those things are an issue. It doesn't mean mechanically the idea is unsound, but if the role playing reasons for selecting a certain combination don't apply, either have the character come from a reigion where they did apply or inform the player of the campaign's freedoms which ironically act as another type of character restriction.
Sunday, December 26, 2010
Usagi Yojimbo: Shades of Death
The samurai rabbit has gone through some interesting times not only in his series, but in his publishing history. These stories collected by Dark Horse, originally appeared by another publisher which is a different publisher than the first seven volumes.
Regardless though, I'm here to touch on some of the story telling techniques that I try to remind myself of here.
1. Bring the conflict to the characters. Usagi and Gen are walking down the road and bam! Attacked by dreaded ninajs and they have to figure out what's going on.
2. Don't be afraid to use the popular stuff. It's popular for a reason. During this time period, Usagi teams up with the Teenage Mutant Ninja Turtles. It's something that's happend a few times and I believe even happened on the carton. The point though for a game? If the players love to hate drow, use them. If they love to hate the undead, use them. Find out what the players want to see in the game and bring it out.
3. Throw the history or feel of the setting into the small things. One of the short stories is about Jizo, a road side statue that has its own history and feel to it. In the brief pages that the author gives it, you get the geist of what the purpose is for but the author also provides you with some notes at the end of the book in case you want more information. Bringing details to the players through third parties is an old stand by, but don't be afraid to give a specific player information and ask them to share it. This lessens the load on the GM and allows the other players to take part of the world building activity.
4. Make the Villains Cool. Usagi fights a group of four named Shi that spell their name with the death character. They come off as very bad ass with unique styles and attitudes but Usagi being the star here, kills them in variosu ways. The more powerful, legendary, and overall awesome your monsters and villains are, the greater the heroes the players are when they overcome them.
Shades of Death has some flash back sequences and some other bits, such as the use of the language to illustrate the setting, but overall, the above four things are what I'll be thinking of when trying to crib notes from how and why Usagi Yojimbo has worked for decades.
Regardless though, I'm here to touch on some of the story telling techniques that I try to remind myself of here.
1. Bring the conflict to the characters. Usagi and Gen are walking down the road and bam! Attacked by dreaded ninajs and they have to figure out what's going on.
2. Don't be afraid to use the popular stuff. It's popular for a reason. During this time period, Usagi teams up with the Teenage Mutant Ninja Turtles. It's something that's happend a few times and I believe even happened on the carton. The point though for a game? If the players love to hate drow, use them. If they love to hate the undead, use them. Find out what the players want to see in the game and bring it out.
3. Throw the history or feel of the setting into the small things. One of the short stories is about Jizo, a road side statue that has its own history and feel to it. In the brief pages that the author gives it, you get the geist of what the purpose is for but the author also provides you with some notes at the end of the book in case you want more information. Bringing details to the players through third parties is an old stand by, but don't be afraid to give a specific player information and ask them to share it. This lessens the load on the GM and allows the other players to take part of the world building activity.
4. Make the Villains Cool. Usagi fights a group of four named Shi that spell their name with the death character. They come off as very bad ass with unique styles and attitudes but Usagi being the star here, kills them in variosu ways. The more powerful, legendary, and overall awesome your monsters and villains are, the greater the heroes the players are when they overcome them.
Shades of Death has some flash back sequences and some other bits, such as the use of the language to illustrate the setting, but overall, the above four things are what I'll be thinking of when trying to crib notes from how and why Usagi Yojimbo has worked for decades.
Saturday, December 25, 2010
Happy Holidays aka Merry Christmas and Happy New Year
My first day off in some odd two weeks. I've got a few things that I've got almost ready for posting. Some bits on good old Usagi Yojimb, as I managed to snag volumes eight and nine, as well as some thoughts on various short stories from a Mammoth Book of Sorcerers Tales.
But for today, it's another guys birthday and where I'm at, we tend to celebrate it and wish warm thoughts and good health and life on those around us.
Enjoy your holidays!
But for today, it's another guys birthday and where I'm at, we tend to celebrate it and wish warm thoughts and good health and life on those around us.
Enjoy your holidays!
Monday, December 20, 2010
The Replacement Killers aka the New PCs
This one is directly inspired by the posting over at Comics in Crisis. See, I'm a big fan of Super Hero comics. I've read many and owned many and even started a little subscription to Marvel's online thing to see how it handles. I figure if WoTC could suck out some money for years before leaving me in the dust with their terrible online offering, I'd see how another online offering that wasn't game related went.
Before I drift too far off the point though, replacement characters in mid campaign can be somewhat problematic. How do you easily slide in new players with a minimum impact to the current game? Depending the style of game you run, it may be as simple as, "Bam, you're there. Let's get gaming." That works well for games where the actual gaming is the main thing everyone is there for. But for other games... Let me talk about some of the ways I've seen it done.
1. Prisoner: The cheap and easy way to add a member to a party that's in mid-dungeon crawl. I've done it myself and while I'd hate to say it is a classic method, it is one that I've seen used several times. The thing is though, and perhaps I'm just fortunate, that at no time did the other players mess with the prisoner. You've got this guy, supposedly about the same level as you, with no gear or equipment, and you've got him at your mercy. Most gamers will go, "Hey dude, we just lost X. Glad to have you above. Here's your gear." For those groups that may not though...
2. Survivor: This fellow isn't some down and out hero that needs rescuring. He's been exploring the dungeon as well but his whole group bit the bucket and he managed to escape. It is indeed a shame that the fireball or collapsing cavern destroyed all of the items of his team mates, but not only is he ready to go and in top spirits and form needing only some stout allies to assist him, he doesn't necessarily have to rely on the other players to 'save' him from his situation.
3. Enemy Mine: The new player is actually one of the enemy! In 3rd ed and 4th ed and other games, such as Hero or GURPS, the lure of playing something odd may be strong. In a situation that allows for it, such as when the players are fighting drow, lizard men, or other humanoid entities that can easily be swaped into the party, especially the half-breeds that may have something against their betters like the half-orcs, this can be an easy time to throw in a character that may or may not have the party's best interest at heart. Like with the escaped slave scenario though, it relies on the players not to abusre each other over such things. After all, the empire of monsters have more treasure than a single monster right?
4. NPC Promotion: In this case, the players have brought along with them a wide variety of henchmen and hirelings to take the brunt, I mean, explore from the front. These characters may with the GM's permission move from the low level rankings of NPCs to full fledged player character. Sure, the character may experience a power growth and may be slightly different, but unless it is really going to effect the game, what's the point of worrying about it?
When replacing a character in mid stream, try to work not only with the GM, but with the current situation to allow the fit to be one that's as seemless as possible and one that allows the dungeon exploration to continue.
Before I drift too far off the point though, replacement characters in mid campaign can be somewhat problematic. How do you easily slide in new players with a minimum impact to the current game? Depending the style of game you run, it may be as simple as, "Bam, you're there. Let's get gaming." That works well for games where the actual gaming is the main thing everyone is there for. But for other games... Let me talk about some of the ways I've seen it done.
1. Prisoner: The cheap and easy way to add a member to a party that's in mid-dungeon crawl. I've done it myself and while I'd hate to say it is a classic method, it is one that I've seen used several times. The thing is though, and perhaps I'm just fortunate, that at no time did the other players mess with the prisoner. You've got this guy, supposedly about the same level as you, with no gear or equipment, and you've got him at your mercy. Most gamers will go, "Hey dude, we just lost X. Glad to have you above. Here's your gear." For those groups that may not though...
2. Survivor: This fellow isn't some down and out hero that needs rescuring. He's been exploring the dungeon as well but his whole group bit the bucket and he managed to escape. It is indeed a shame that the fireball or collapsing cavern destroyed all of the items of his team mates, but not only is he ready to go and in top spirits and form needing only some stout allies to assist him, he doesn't necessarily have to rely on the other players to 'save' him from his situation.
3. Enemy Mine: The new player is actually one of the enemy! In 3rd ed and 4th ed and other games, such as Hero or GURPS, the lure of playing something odd may be strong. In a situation that allows for it, such as when the players are fighting drow, lizard men, or other humanoid entities that can easily be swaped into the party, especially the half-breeds that may have something against their betters like the half-orcs, this can be an easy time to throw in a character that may or may not have the party's best interest at heart. Like with the escaped slave scenario though, it relies on the players not to abusre each other over such things. After all, the empire of monsters have more treasure than a single monster right?
4. NPC Promotion: In this case, the players have brought along with them a wide variety of henchmen and hirelings to take the brunt, I mean, explore from the front. These characters may with the GM's permission move from the low level rankings of NPCs to full fledged player character. Sure, the character may experience a power growth and may be slightly different, but unless it is really going to effect the game, what's the point of worrying about it?
When replacing a character in mid stream, try to work not only with the GM, but with the current situation to allow the fit to be one that's as seemless as possible and one that allows the dungeon exploration to continue.
Sunday, December 12, 2010
The Good Thief Part 2
The main character of the book, Ren, meets a wide variety of interesting characters. Let me peg some role playing thoughts at them as I would see them aimed at making them friendly to new players looking for some archetypes.
Ren: Raised in an orphanage, his young age makes Ren seem a bit naive but he quickly picks up on the reality of a situation and often can read the underlaying currents around him in the faces, muscles, and attitudes of those he greets. With a friendly outlook and a wild imagination, despite his limitation, Ren quickly befriends those about him.
Tom: A former teacher whose current profession is nothing that he would like it to be, Tom tries to drown out the voices of the past, of his mistakes of his shame, with alcohol. His only interest in gathering funds is to provide enough food, shelter, and most importantly, alcohol for as long as possible.
Benjamin: The con man, the lair, the thief, the rogue, the scoundrel. Yet he also has a friendly face and also goes out of his way to make those about him feel good. While some would say he's too cynical and cold hearted, he prefers to think of himself as a realist and while he may be forced away from his friends for a time, he always comes back. Even when he's physically outmaneuvered, its rare for him to be intellectually outmaneuvered and more than one person has caught themselves unaware at his schemes.
Dolly: A murderer whose honest about his profession and takes pride in his skill with it. While he's not out to harm those who are just going about their day to day living, his thick arms and powerful build ensure that those he does seek to finish, rarely have a chance to defend themselves. A man of such prestigious strength that snapping necks is no bother and of such vitality, that rising from being strangled days latter is no more taxing to him than taking a long nap. Despite these seemingly horrific feats of physical strength and endurance and the nonchalant manner of dealing death and accepting it, once he calls you friend he'll lay down his life to ensure you have yours.
The Dwarf: A man out of place among his own people, the dwarf's strange looks and short stature insure that few take him seriously. At least those few who even know of his existence. His friendship is not easily won but once given, is as solid and long lasting as the toys he carves for his sister in exchange for her preparation of foodstuffs.
The Good Thief provides a lot of entertainment in a slim volume and is a book worth adding to your read list.
Ren: Raised in an orphanage, his young age makes Ren seem a bit naive but he quickly picks up on the reality of a situation and often can read the underlaying currents around him in the faces, muscles, and attitudes of those he greets. With a friendly outlook and a wild imagination, despite his limitation, Ren quickly befriends those about him.
Tom: A former teacher whose current profession is nothing that he would like it to be, Tom tries to drown out the voices of the past, of his mistakes of his shame, with alcohol. His only interest in gathering funds is to provide enough food, shelter, and most importantly, alcohol for as long as possible.
Benjamin: The con man, the lair, the thief, the rogue, the scoundrel. Yet he also has a friendly face and also goes out of his way to make those about him feel good. While some would say he's too cynical and cold hearted, he prefers to think of himself as a realist and while he may be forced away from his friends for a time, he always comes back. Even when he's physically outmaneuvered, its rare for him to be intellectually outmaneuvered and more than one person has caught themselves unaware at his schemes.
Dolly: A murderer whose honest about his profession and takes pride in his skill with it. While he's not out to harm those who are just going about their day to day living, his thick arms and powerful build ensure that those he does seek to finish, rarely have a chance to defend themselves. A man of such prestigious strength that snapping necks is no bother and of such vitality, that rising from being strangled days latter is no more taxing to him than taking a long nap. Despite these seemingly horrific feats of physical strength and endurance and the nonchalant manner of dealing death and accepting it, once he calls you friend he'll lay down his life to ensure you have yours.
The Dwarf: A man out of place among his own people, the dwarf's strange looks and short stature insure that few take him seriously. At least those few who even know of his existence. His friendship is not easily won but once given, is as solid and long lasting as the toys he carves for his sister in exchange for her preparation of foodstuffs.
The Good Thief provides a lot of entertainment in a slim volume and is a book worth adding to your read list.
Labels:
Character Design,
Hannah Tinti,
The Good Thief
Friday, December 10, 2010
The Good Thief by Hannah Tinti
Half Priced Books is a twisting and changing labyrnith of books that refreshes itself every time one enters it. Upon my last visit, I saw The Good Thief. I'd heard good things about the book so decided to pick up in trade for less than I could in paperback.
The writting is brief and to the point making it a quick read. While I haven't gotten very far in it yet (shakes first at 56+ hour work weeks), I have enjoyed what I have read. With that in mind, beware the spoilers!
Ren: The main character is missing his left hand. This in and of itself is a distinctive feature. Not only that but a limitation. While he does his fair share of work, it often takes him longer. In addition, it's a social stigma. Players generally love to have distinctive features ranging from hourglass eyes and albino skin to unique wounds or markings that make them stand out.
Ren is from an orphanage. The orphanage is Cahtolic in a Protestant land. They build up walls to protec themselves from being burned down. They didn't seek out children, but children were 'gifted' to them. Those children that don't find a family are adopted into the military life. In and of itself, this serves as a simple methodology for players who don't want a lot of family ties or background.
HOWEVER, and this is key, while Ren is taken out of Saint Anthony's Orphanage for boys by his 'brother', he does have a whole cast of characters that we are introduced to, if only briefly, including various brothers who have different personalities as well as other orphans. A pair of these being twins, apparently a bad omen in those dark times where the latter born was often killed as a changeling.
My point here is that just because you've set yourself up with the loner background by default doesn't mean that it must be that way. There were people at the church. There were friends at the church. Perhaps the blankets were too thin, but you knew what the schedule was every day and they provided food, shelter, and education. The routine of daily life, a secure daily life, might beat the 'adventure' one could find outside the walls.
I'm looking forward to reading more in the Good Thief because Ren quickly grows on the reader and provides some interesting observations in a setting that thus far, isn't that different than many fantasy settings.
The writting is brief and to the point making it a quick read. While I haven't gotten very far in it yet (shakes first at 56+ hour work weeks), I have enjoyed what I have read. With that in mind, beware the spoilers!
Ren: The main character is missing his left hand. This in and of itself is a distinctive feature. Not only that but a limitation. While he does his fair share of work, it often takes him longer. In addition, it's a social stigma. Players generally love to have distinctive features ranging from hourglass eyes and albino skin to unique wounds or markings that make them stand out.
Ren is from an orphanage. The orphanage is Cahtolic in a Protestant land. They build up walls to protec themselves from being burned down. They didn't seek out children, but children were 'gifted' to them. Those children that don't find a family are adopted into the military life. In and of itself, this serves as a simple methodology for players who don't want a lot of family ties or background.
HOWEVER, and this is key, while Ren is taken out of Saint Anthony's Orphanage for boys by his 'brother', he does have a whole cast of characters that we are introduced to, if only briefly, including various brothers who have different personalities as well as other orphans. A pair of these being twins, apparently a bad omen in those dark times where the latter born was often killed as a changeling.
My point here is that just because you've set yourself up with the loner background by default doesn't mean that it must be that way. There were people at the church. There were friends at the church. Perhaps the blankets were too thin, but you knew what the schedule was every day and they provided food, shelter, and education. The routine of daily life, a secure daily life, might beat the 'adventure' one could find outside the walls.
I'm looking forward to reading more in the Good Thief because Ren quickly grows on the reader and provides some interesting observations in a setting that thus far, isn't that different than many fantasy settings.
Wednesday, December 8, 2010
Weapons of India
I take no credit for the below. On the Reaper miniature forums, people were discussing what types of miniatures they'd like to see. One poster broght up the wealth of unique weapons that India has.
Some of them I've seen before in manga like Berserk, which has a wide variety of inspiration behind it. Others I've used in my home brew editions back in the 80's and early 90's, inspired in part by Palladium books various weapon and armor compendiums.
So without further rambling, some links to some cool looking weapons that will make characters, both players and NPCs, stand out from the crowd.
Urumi : I've seen this whip/cat-o-nine tails used in the Berserk manga. Good stuff.
Katara: The Wilderlands had a demon banishing version of this weapon in one of those various small booklets I had when I was a young man.
Pata: I could be getting really senile here, but I'm 99.9% certain that Willo's Mad Martigan wielded one of thoese for a brief period of time.
There are a ton of unique weapons out there if you're fortunate enough to stumble over them as I was today. The real trick comes in making the cool magic items and heroes who yielded them to make the players stumble over each other in their desire to get them.
Some of them I've seen before in manga like Berserk, which has a wide variety of inspiration behind it. Others I've used in my home brew editions back in the 80's and early 90's, inspired in part by Palladium books various weapon and armor compendiums.
So without further rambling, some links to some cool looking weapons that will make characters, both players and NPCs, stand out from the crowd.
Urumi : I've seen this whip/cat-o-nine tails used in the Berserk manga. Good stuff.
Katara: The Wilderlands had a demon banishing version of this weapon in one of those various small booklets I had when I was a young man.
Pata: I could be getting really senile here, but I'm 99.9% certain that Willo's Mad Martigan wielded one of thoese for a brief period of time.
There are a ton of unique weapons out there if you're fortunate enough to stumble over them as I was today. The real trick comes in making the cool magic items and heroes who yielded them to make the players stumble over each other in their desire to get them.
Tuesday, December 7, 2010
Japanese Warrior Monks AD 949-1603
"There are three things that are beyond my control: the rapids of the Kamo river, the dice at gambling, and the monks of the mountain." ex-emperor Go Shirakawa-In.
I'm a fan of Legend of the Five Rings. I'm a fan of the old Oriental Adventurers 1st edition and the attempts to bring it up to date in various methods. In terms of history though, I don't know a lot about the various cultures that make up the far east in terms of Japan and China even though some of the timelines and events are somewhat known to me.
And the book is illustrated by Wayne Reynolds. You see, while I'm afraid some of his fantasy art is a little overplayed for me, between his numerous works for Wizards of the Coast and Paizo, and his shortening of the forearms in some of his illustrations, I do find his work in this book solid.
Anyway, the first thing I'd note is that the forces in Japan here, despite being monks, their initial battles and fights are not religion based. Rather, they are based on the world of politics. Various appointments are made that the monks don't agree with and they march!
To me, this is yet another powerful indicator that despite the 'secular' nature of religion, and most religions at their root tend to be of the do onto others bits, we find time and time again that in order to advance the cause if you will, that the religion must engage itself with the corporal. That the etheral ideas must be planted firmly in reality.
These politics go a long way in many of the early examples here, and they are not only all about the monks, but rather how those around the monks use politics to get there way, or how those who fall out of favor of the current politics have to watch their step or also fall out themselves.
When looking at the religious forces in the setting, how do they interact with the other parts of the setting? In campaigns like Greyhawk and the Forgotten Realms, those questions are semi-answered. Some of the more militant gods have churches. Some of the arcane gods have spellcasters as worshippers. Some of the shadier gods have rogues and assassins.
But the types of worshippers don't necessarily bring out what those forces actually do. The Japanese Warrior Monks, in many ways, are a standing army and served as such in several battles. While priest of Tempus are of the war god, do they have a standing army that is at the beck and call of whatever city they are in or is it an independent unit that is beholden only to the church? Do worshippers of Kord has a massive monestary they go to in order to train and learn their craft while preparing to showcase their strength and prowess?
The warrior monks also have a very distinctive weapon; the naginata. The naginata, as shown here, is a pole arm weapon with a massive blade that had a lot of variety. Wayne illustrates three of them in the book including a wide bladed one, a shobuzuri where the blade and shaft are almost of equal length, and a short bladed style with a heavy iron butt end.
The utility though, in a role playing game, would be the recognition that a whole unit or a whole style of enemy using a specific weapon brings. Some foes are known for their chaotic choice of weapons, others for their orderly methodology. By giving an army a specific weapon and a specific style, you give it definition and provide the players easy latch points.
I'm a fan of Legend of the Five Rings. I'm a fan of the old Oriental Adventurers 1st edition and the attempts to bring it up to date in various methods. In terms of history though, I don't know a lot about the various cultures that make up the far east in terms of Japan and China even though some of the timelines and events are somewhat known to me.
And the book is illustrated by Wayne Reynolds. You see, while I'm afraid some of his fantasy art is a little overplayed for me, between his numerous works for Wizards of the Coast and Paizo, and his shortening of the forearms in some of his illustrations, I do find his work in this book solid.
Anyway, the first thing I'd note is that the forces in Japan here, despite being monks, their initial battles and fights are not religion based. Rather, they are based on the world of politics. Various appointments are made that the monks don't agree with and they march!
To me, this is yet another powerful indicator that despite the 'secular' nature of religion, and most religions at their root tend to be of the do onto others bits, we find time and time again that in order to advance the cause if you will, that the religion must engage itself with the corporal. That the etheral ideas must be planted firmly in reality.
These politics go a long way in many of the early examples here, and they are not only all about the monks, but rather how those around the monks use politics to get there way, or how those who fall out of favor of the current politics have to watch their step or also fall out themselves.
When looking at the religious forces in the setting, how do they interact with the other parts of the setting? In campaigns like Greyhawk and the Forgotten Realms, those questions are semi-answered. Some of the more militant gods have churches. Some of the arcane gods have spellcasters as worshippers. Some of the shadier gods have rogues and assassins.
But the types of worshippers don't necessarily bring out what those forces actually do. The Japanese Warrior Monks, in many ways, are a standing army and served as such in several battles. While priest of Tempus are of the war god, do they have a standing army that is at the beck and call of whatever city they are in or is it an independent unit that is beholden only to the church? Do worshippers of Kord has a massive monestary they go to in order to train and learn their craft while preparing to showcase their strength and prowess?
The warrior monks also have a very distinctive weapon; the naginata. The naginata, as shown here, is a pole arm weapon with a massive blade that had a lot of variety. Wayne illustrates three of them in the book including a wide bladed one, a shobuzuri where the blade and shaft are almost of equal length, and a short bladed style with a heavy iron butt end.
The utility though, in a role playing game, would be the recognition that a whole unit or a whole style of enemy using a specific weapon brings. Some foes are known for their chaotic choice of weapons, others for their orderly methodology. By giving an army a specific weapon and a specific style, you give it definition and provide the players easy latch points.
Labels:
Historicals,
Ospery,
Warrior Monks,
Wayne Reynolds
Monday, December 6, 2010
Stonehenge by Bernard Cornwell
One of the comments in the old blog mentioned a trilogy of books by Bernard Cornwell that I would be well advised to seek out. Alas, Half Price books did not possess this Arthurian trilogy, but they did have a few other books by the author. I'm always out to see how different authors handle different things so I was eager to see how Bernard Cornwell wrote, even if it wasn't the choosen titles recommended to me.
Stonehenge as is, would be a great source of material for any game master that was going to add a 'lost world' style elements to his campaign. The author does a good job of making the reader feel the lack of technology, even 'Dark Ages' technology where weapons of bronze and enginnering tasks are vastly more difficult than they'd be today.
In addition, there is a whole pantheon of deities, war, solar, moon, and others, that the GM can easily add to the game.
In terms of broad themes, the use of family is powerful here. The main 'cast' of characters involves three brothers and their father and the relationship between them and how things change as each goes his own way and how these brothers and their influence over others works between not only each other, but the various tribes in the setting.
Superstition and prophecy are also used to good effect. Even when some of the propehcy is specific, it tends to come true, even when its influenced by those actually making the propehcy. The importance of superstition on the other hand, allows one man, even when he is not the epitome of physical perfection, even when he is not the best hunter, superiority over those who would kill him.
Parts of this superstition come in through the reading of omens. Of looking about at the world around and interpeting the events, often trying to do so in a method that's favorable to the omen reader. The fall of a leave, the flight of a bird, the degree in which winter falls. All of these things can possibly be considered signs. For a really heavy handed version of this, watch the movie Signs. Everything can possibly be fitted into a pattern if you have a big enough net.
Nemesis: One of the brothers, Lengar, creates a nemesis out of his younger brother's wife. The next brother, Camaban, continues that nemesis theme, making of Saban's wife a further nemesis. But what does that mean for a role playing game? When 'named' characters are given the shaft without killing them, there are consequences. In a super hero game, this may result in the creation of a new super villain. In a fantasy game, the results can be all over the place.
Is the slighted NPC one that has allies and friends in other places? Are those allies powerful? Even without going to war, those allies of the enemy can make things difficult for the players. This could result in a loss of trade, restrictions from those of the player's allies going through that territory, to outright war against the players and their allies. The theme of actions have consqeuences is powerful here and most of those within the novel get what they deserve.
On the other hand, Saban, the 'hero' if you will, is not a good role model for most player characters, or at least the situations he finds himself in, are not situations that players would endure in his manner. You see, while Saban has a few moments of brilliance, especially when bluffing his mad brother in terms of Saban's skill set, most players would go straight for the throat.
This gets back to knowing the players. In the novel, years pass. This is because of the low levels of technology and the sheer time needed to move stone, smooth stone, and arrange stone. Most players in 3rd and 4th edition, aren't going to want to wait for such events. I mention those editions specifically because older editions tended to have rules and a focus on higher level players having land and construction was often slow, even when assisted by magic items.
Still, the point, know your players and what they want out of the game, is important. If they are anxious and eager to fight and join battle with the primordials and as a GM you keep having them sit around for years running a kingdom, well, there is a clash of taste here. GM's shouldn't give up what they want to run, but if the player's arent' into it, then how long will the GM have players at all?
I have two more books by Bernard Cornwell to go through and while Half Price did not have the Arthurian trilogy, they did have a few more, especially in the Sharpe's series....
Stonehenge as is, would be a great source of material for any game master that was going to add a 'lost world' style elements to his campaign. The author does a good job of making the reader feel the lack of technology, even 'Dark Ages' technology where weapons of bronze and enginnering tasks are vastly more difficult than they'd be today.
In addition, there is a whole pantheon of deities, war, solar, moon, and others, that the GM can easily add to the game.
In terms of broad themes, the use of family is powerful here. The main 'cast' of characters involves three brothers and their father and the relationship between them and how things change as each goes his own way and how these brothers and their influence over others works between not only each other, but the various tribes in the setting.
Superstition and prophecy are also used to good effect. Even when some of the propehcy is specific, it tends to come true, even when its influenced by those actually making the propehcy. The importance of superstition on the other hand, allows one man, even when he is not the epitome of physical perfection, even when he is not the best hunter, superiority over those who would kill him.
Parts of this superstition come in through the reading of omens. Of looking about at the world around and interpeting the events, often trying to do so in a method that's favorable to the omen reader. The fall of a leave, the flight of a bird, the degree in which winter falls. All of these things can possibly be considered signs. For a really heavy handed version of this, watch the movie Signs. Everything can possibly be fitted into a pattern if you have a big enough net.
Nemesis: One of the brothers, Lengar, creates a nemesis out of his younger brother's wife. The next brother, Camaban, continues that nemesis theme, making of Saban's wife a further nemesis. But what does that mean for a role playing game? When 'named' characters are given the shaft without killing them, there are consequences. In a super hero game, this may result in the creation of a new super villain. In a fantasy game, the results can be all over the place.
Is the slighted NPC one that has allies and friends in other places? Are those allies powerful? Even without going to war, those allies of the enemy can make things difficult for the players. This could result in a loss of trade, restrictions from those of the player's allies going through that territory, to outright war against the players and their allies. The theme of actions have consqeuences is powerful here and most of those within the novel get what they deserve.
On the other hand, Saban, the 'hero' if you will, is not a good role model for most player characters, or at least the situations he finds himself in, are not situations that players would endure in his manner. You see, while Saban has a few moments of brilliance, especially when bluffing his mad brother in terms of Saban's skill set, most players would go straight for the throat.
This gets back to knowing the players. In the novel, years pass. This is because of the low levels of technology and the sheer time needed to move stone, smooth stone, and arrange stone. Most players in 3rd and 4th edition, aren't going to want to wait for such events. I mention those editions specifically because older editions tended to have rules and a focus on higher level players having land and construction was often slow, even when assisted by magic items.
Still, the point, know your players and what they want out of the game, is important. If they are anxious and eager to fight and join battle with the primordials and as a GM you keep having them sit around for years running a kingdom, well, there is a clash of taste here. GM's shouldn't give up what they want to run, but if the player's arent' into it, then how long will the GM have players at all?
I have two more books by Bernard Cornwell to go through and while Half Price did not have the Arthurian trilogy, they did have a few more, especially in the Sharpe's series....
Labels:
Bernard Cornwell,
Campaigns,
Historicals,
Stonehenge
Sunday, December 5, 2010
Angus McBride's Art of Byzantine Armies
Angus Mcbride has a huge swath of material to work for here. Not only does this book cover a large period of time, but as I've posted previously, the Byzantine armies are often made up not of natives, but of mercenaries that range far and wide.
The cover, the first color plate on the interior, is of a cavalryma, a man-at-arms, and an infantryman. The cover however, loses the awesome background which has stone spires reaching up behind the figures, giving them a very real sense of presence and exploration.
The next one, shows three mercenaries, almughavar, Cuman, and Alan, in some thin woods having brought down a bird with some solid bowmanship.
The next one showsBuzamtome sp;doers beomg waoted pm bu a servamt in front of a castle.
The fifrth one shows a Cuman mercenary on horse, in a stream, next to an Albanian mercenary who rests a spear on a shoulder with one foot in the stream and the other on a rock outcropping and an Italian mercenary creeping along the rocks out of the river. This picture could almost be a group of adventurers exploring as the Albanian mercenary, with one hand raised and his spear which almost resembles a staff, could easily pass for a wizard with his rounded cap.
There are other illustrations, but I consider those 'pose' shots, solid artwork that is the characters essentially standing around so that McBride can showcase what these various individuals might have looked like. The ones I picked out have more going on wither its exploring, hunting, or day to day activities.
Angus McBride's art is solid and could easly make for some quick visual referens in any role playing game.
The cover, the first color plate on the interior, is of a cavalryma, a man-at-arms, and an infantryman. The cover however, loses the awesome background which has stone spires reaching up behind the figures, giving them a very real sense of presence and exploration.
The next one, shows three mercenaries, almughavar, Cuman, and Alan, in some thin woods having brought down a bird with some solid bowmanship.
The next one showsBuzamtome sp;doers beomg waoted pm bu a servamt in front of a castle.
The fifrth one shows a Cuman mercenary on horse, in a stream, next to an Albanian mercenary who rests a spear on a shoulder with one foot in the stream and the other on a rock outcropping and an Italian mercenary creeping along the rocks out of the river. This picture could almost be a group of adventurers exploring as the Albanian mercenary, with one hand raised and his spear which almost resembles a staff, could easily pass for a wizard with his rounded cap.
There are other illustrations, but I consider those 'pose' shots, solid artwork that is the characters essentially standing around so that McBride can showcase what these various individuals might have looked like. The ones I picked out have more going on wither its exploring, hunting, or day to day activities.
Angus McBride's art is solid and could easly make for some quick visual referens in any role playing game.
Labels:
Angus Mcbride,
Byzantine Armies,
Historicals,
Ospery
Saturday, December 4, 2010
Byzantine Armies AD 1118-1461
When talking about this book previously, I mentioned the high cost of mercenaries. The book, when speaking about the armies, further list out the nationalities of the soldiers that were often in these mercenary armies.
In using these forces, the empire found it easier to control them in small waves. It also made it easier to pay them. The soldiers were often paid once every three months, but that payment was also late in coming. For some forces, the promise of land and ownership was enough. For others, even though there was no pay, they were allowed to keep what they plundered. For some, there was no actual use by the Byzantine empire, but rather, much pillage in that time under those colors.
For example, in 1354, we have some 10-20 thousand soldiers sieze Gallipoli for their own plunder. Pretty good numbers and a sizable take for themselves.
I'm going to list out some of those that fought for the Byzantine here. It's surprising from where they come from. This is more interesting to me as a fan of the historical information simply because even in today's society of easy to get around places, people don't tend to move around a lot with notable exceptions. Anyway, onto the list;
Alans or Massagetoi: Christian Turks from the Caucasus, Albanians, Armenians, Bulgarians, Burgundians,
Catalans, Cretans, Cumans, Englishmen, Georgians, Hungarians, Latains: Italians, Germans, Spaniards and the majoirty being Frenchmen., Mongols, Patzinaks or Turkic Pechenegs, Russians, Scandinavians, Serbs,
Turks, Uzes, Vlachs
Seriously, is there anyone there no covered? Of course the times nad terms of service for these different nationalities differed and some of these nationalities fought among themselves, further weakning the empire itself, but overall, this list represents an amazing reach and an amazing potential.
For role playing games that is. It is often wondered, how do adventurers meet? Well, if you're working for the Byzantine armies, apparently, it doesn't matter if you from England or from Russia, chances are you'll wind up working together or at least having the potential to work together. Having a large empire like this, even one in decline, like Byzantine is, allows the GM to have a very open and 'real' reason for characters of different races and professions to join together if only as a starting point.
In using these forces, the empire found it easier to control them in small waves. It also made it easier to pay them. The soldiers were often paid once every three months, but that payment was also late in coming. For some forces, the promise of land and ownership was enough. For others, even though there was no pay, they were allowed to keep what they plundered. For some, there was no actual use by the Byzantine empire, but rather, much pillage in that time under those colors.
For example, in 1354, we have some 10-20 thousand soldiers sieze Gallipoli for their own plunder. Pretty good numbers and a sizable take for themselves.
I'm going to list out some of those that fought for the Byzantine here. It's surprising from where they come from. This is more interesting to me as a fan of the historical information simply because even in today's society of easy to get around places, people don't tend to move around a lot with notable exceptions. Anyway, onto the list;
Alans or Massagetoi: Christian Turks from the Caucasus, Albanians, Armenians, Bulgarians, Burgundians,
Catalans, Cretans, Cumans, Englishmen, Georgians, Hungarians, Latains: Italians, Germans, Spaniards and the majoirty being Frenchmen., Mongols, Patzinaks or Turkic Pechenegs, Russians, Scandinavians, Serbs,
Turks, Uzes, Vlachs
Seriously, is there anyone there no covered? Of course the times nad terms of service for these different nationalities differed and some of these nationalities fought among themselves, further weakning the empire itself, but overall, this list represents an amazing reach and an amazing potential.
For role playing games that is. It is often wondered, how do adventurers meet? Well, if you're working for the Byzantine armies, apparently, it doesn't matter if you from England or from Russia, chances are you'll wind up working together or at least having the potential to work together. Having a large empire like this, even one in decline, like Byzantine is, allows the GM to have a very open and 'real' reason for characters of different races and professions to join together if only as a starting point.
Labels:
Angus Mcbride,
Byzantine Armies,
Historicals,
Ospery
Friday, December 3, 2010
The Warrior's Way
I don't get out to the theaters too often to see the movies. I generally wait until it hits DVD/Blu Ray or Netflix. Less crowds and if you're not catching a cheap show, generally the same price. However, my group was made of fail today and only one other gamer outside of the GM showed up. So we decided to head on out and see The Warrior's Way.
Now I'm so unhip that I didn't even know what it was about. For those who don't want to know or don't wany any spoilers, cease your reading now. Cease it I say!
The Warrior's Way, much like Ninja Assassin, focuses on the badest of the bad, a ninja warrior swordsman who is just so damn awesome, he turns against his clan and of course they're not going to take that lying down so they come after him. In this case, after defeating all of the enemy clan's finest warriors, our hero only has an infant girl to slay. Being an unahppy bastard because he is only a killing machine, he takes her to America instead.
The ninjas follow after and as they do so, our hero has gotten involved with a town of circus folks out in the badlands in the 'Old West' including an old gunslinger and a woman with a past.
So what inspired me that I'd mentioned it on the old blog?
Costumes: I know it may sound strange, but art, heck, visual pull, can be a huge influence on people. Despite their shrinking popularity, comics are still iconic and are still being used as the birth place of movies and television. Visuals play a huge part in my mind. The visuals here are fantastic.
Scenery: Similiar to the costumes. The wide open vistas of the badlands lend themselves well to the action sequences here. The worn down dusty town also works wonders as a backdrop.
Villains: There are two main villains here. The first one, perhaps less important, is 'The Colonel.' Apparently some former member of the army with his own band of villains. His henchmen look like something more out of a wild west apocalypse style movie than one of the actual old west. Still, he's quite the character with his own sense of humor and some great lines and a unique look thanks to a Phantom of the Opera style mask. It makes him quickly identifiable and allows the audience to tie in to him quick. The second baddie is almost generic in that it's the hero's old mentor. He has a solid look but few lines outside of some training bits for his pupil.
Action sequences: I've mentioned this before, but one huge lure of the movies is watching the heroes and villains look cool. There's a sequence where a knife fighting woman is battling the Colonel and one of her daggers is stuck in the wall above her reach. When her foe goes to make a stab at her, she uses his sword, stuck in the wall momentarily, to act as a springboard and leap up and grab her weapon. Allow the players to look cool.
In terms of actual characters, sometimes the GM can get in the way of things if tryhing to establish a certain mood and tone that doesn't fit the game. I imagine that if everyone who saw this wanted to make rogues, assassins, avengers, and other lightly armored strikers and the Game Master wants to run a game of Chilvary and Knighthood, he's going to have some issues. Tailor the game around the themes.
One thing that might be possible is combinging them into new methods. Take the whole concept of the assassins, make them work directly for King Arthur and have them dress up like Assassin's Brotherhood or Assassin's Creed. It's not the most realistic thing, but in a setting where elves and now dragonborn are the standard player races, you have to go with what works.
The non-game mechancis: The clan the hero is from is known as the Sad Flutes. They are called this because when the throat is slashed, the last sound or gurgle sounds like a sad flute. In Lone Wolf and Cub, there is a sword strike Ito delivers that sounds like the Flute of the Fallent Tiger. Names can have all sorts of origins. Play with them and see how they work for you.
In terms of the hero, he cannot be found by his enemies at first. He's sealed his sword you see and in doing so, silenced the thousands of souls of those who cry out from it. It's not a magical weapon, but it the theme of it ties into his background and when he does unleash it, it does lure his foes to him. Magic or plot device? How much will your players take? If you don't abuse it and give them something in exchange, probably enough t okeep the game interesting.
The Warrior's Way isn't high art or anything, but it combines the whole sword and gun thing, the East and the West, in a nice mix with some strong visuals and action sequences and makes me want to roll the dice.
Thursday, December 2, 2010
Algrim Durarr: An Essentials Cleric
Well, the standard game I'm in on Friday's has wound down ast he GM has found himself a job! Congrats on him in that field.
This left our group puzzled for a few moments. The two... dare I say it, 'good' GMs, not counting the current one, are working fifty plus hours a week and while we can make it to play, GMing is a whole different thing. So our 'standard' GM picks up the pace. This guy also works, and he GMs a fair even game, but he sometimes lacks the pizzaz that others bring.
But when it comes to running the game like clock work? He's on top of it so I'll take the old slow and steady versus spectacular burn out.
However, this left me in a bit of a pickle. Wizards of the Coast decided that too many people were stealing the old Character Builder and decided to just charge people for the beta online version they have. As a long time customer, I personally felt lied to about the updates and had a few days to play with the online version and yeah, it's a beta. So I dropped my subscription. Perhaps I'll pick it up again in the future when things are ironed out and its no longer beta.
In the meanwhile, that meant I had to... gasp... read my book. I like dwarves. One of my old friends, GM, and player at times, Mike Quon, ran a hell of a game and dwarves were a huge feature in it. He had several named characters, various clans, famous artifacts and other goods. Besides, the other players were already running heavy on the strikers and defenders so I figured I'm either going to run with the cleric or run with the wizazrd.
I went with the dwarf clerci.
Let me tell you old timers, those playing 4e today don't realize how good they have it. Your primary stat as a cleric, Wisdom, is used for all sorts of things. It's not like 1st, 2nd, or 3rd edition D&D where it's always better to have several high scores. Don't get me wrong, it doesn't hurt in 4e either, but your primary attacks are almost all based off of that one stat. You don't have to worry about having a high strength to hit, or a high con for those hit points.
Mind you, the bonuses in 3rd and 4th come a lot sooner than the did in previous editions anyway, and they're equal across the board. No more having that high strength and constitution but it being useless because you were not a fighter class.
Anyway, I already have a figure picked out, but not yet painted for this storm cleric who I've named Algrim Durarr;
This left our group puzzled for a few moments. The two... dare I say it, 'good' GMs, not counting the current one, are working fifty plus hours a week and while we can make it to play, GMing is a whole different thing. So our 'standard' GM picks up the pace. This guy also works, and he GMs a fair even game, but he sometimes lacks the pizzaz that others bring.
But when it comes to running the game like clock work? He's on top of it so I'll take the old slow and steady versus spectacular burn out.
However, this left me in a bit of a pickle. Wizards of the Coast decided that too many people were stealing the old Character Builder and decided to just charge people for the beta online version they have. As a long time customer, I personally felt lied to about the updates and had a few days to play with the online version and yeah, it's a beta. So I dropped my subscription. Perhaps I'll pick it up again in the future when things are ironed out and its no longer beta.
In the meanwhile, that meant I had to... gasp... read my book. I like dwarves. One of my old friends, GM, and player at times, Mike Quon, ran a hell of a game and dwarves were a huge feature in it. He had several named characters, various clans, famous artifacts and other goods. Besides, the other players were already running heavy on the strikers and defenders so I figured I'm either going to run with the cleric or run with the wizazrd.
I went with the dwarf clerci.
Let me tell you old timers, those playing 4e today don't realize how good they have it. Your primary stat as a cleric, Wisdom, is used for all sorts of things. It's not like 1st, 2nd, or 3rd edition D&D where it's always better to have several high scores. Don't get me wrong, it doesn't hurt in 4e either, but your primary attacks are almost all based off of that one stat. You don't have to worry about having a high strength to hit, or a high con for those hit points.
Mind you, the bonuses in 3rd and 4th come a lot sooner than the did in previous editions anyway, and they're equal across the board. No more having that high strength and constitution but it being useless because you were not a fighter class.
Anyway, I already have a figure picked out, but not yet painted for this storm cleric who I've named Algrim Durarr;
Monday, November 29, 2010
Byzantine Armies AD 1118-1461
Written by Ian Heath and illustrated by Angus Mcbride, Byzantine Armies represents the downfall of an empire. While I haven't finished the whole book yet, considering my appreciation for mercenaries, I found the introduction to be somewhat ironic.
Believing that the army's weakness resulted from its heavy dependence on foreign mercenaries, he concentrated the best of the remaining native troops in Constantinople and reduced the pay and privileges of its foreign mercenaires, declaring his intention c 1255 'to build an army not of Turks, Italians or Serbs, but of Greeks.'
Of course right after Theodore II, Michael VIII, the former commander of the army's Latin mercenaries, goes right back to the employemenet of large numbers of foreign troops. This eventually leads to the economic collapse of Byzantine wealth and other associated bad things like the fall of Contantinople in 1453 by the Ottomans.
Here, the mercenaries are a damned if you do, damned if you don't. Pay them and well, the finances just weren't there. The need to spend on military has apparently crushed more than one super power. Don't pay them and well, they'll just find another employer who might use them again you.
Mercenaries... gotta love 'em.
Believing that the army's weakness resulted from its heavy dependence on foreign mercenaries, he concentrated the best of the remaining native troops in Constantinople and reduced the pay and privileges of its foreign mercenaires, declaring his intention c 1255 'to build an army not of Turks, Italians or Serbs, but of Greeks.'
Of course right after Theodore II, Michael VIII, the former commander of the army's Latin mercenaries, goes right back to the employemenet of large numbers of foreign troops. This eventually leads to the economic collapse of Byzantine wealth and other associated bad things like the fall of Contantinople in 1453 by the Ottomans.
Here, the mercenaries are a damned if you do, damned if you don't. Pay them and well, the finances just weren't there. The need to spend on military has apparently crushed more than one super power. Don't pay them and well, they'll just find another employer who might use them again you.
Mercenaries... gotta love 'em.
Labels:
Angus Mcbride,
Historicals,
Ian Heath,
Ospery
Saturday, November 27, 2010
Italian Medieval Armies 1300-1500
While reading over this book, there were a few things, not necessarily direclty related to the title, that struck me.
On page 47, there is a picture of a 15th century fresco. The illustration notes, "in the usual medieval manner it depicts war-gear of the artist's own day."
Think about that. Art, something that may be used down the line, not actually showing what was, but showing what is with the scenario of what was. In such a case, the viewer would have to know several things about the art. They'd have to know when it was actually done, and what era its covering.
This makes inventing history or using history perhaps even more tangled than it already is. The records of the past speaking with the minds of the more recent past?
The next thing was the aftermath of theBattle of Fornovo. Here, the French and Italians both claim victory and both did acheive some of their goals but neither really managed to wipe out the other or get everything they were looking for out of the conflict. Each country probably has history books recording these great victories against insurmountable odds. But where does the actual truth lie?
Again, the reality of history doesnt' lend itself easily to be shuttered up into one quick convienent piece. When designing your own backgrounds, don't forget the multiple view angle and how an event seen by many witnessess may appear different to each witness.
In terms of art, G A Embleton isn't bad. The artwork is similiar to the cover. It feels, to me at least, low grade 'gamish'. It doesn't have the polish of Angus McBride, but isn't bad. His illustrations are of the different army members and would make great illustrations for a group of warriors.
Italian Medeival Armies provides details on the overall militia life and several looks at different campaigns. Well worth a purusal if your interested in how the various city states of the time managed to thrive as long as they did.
On page 47, there is a picture of a 15th century fresco. The illustration notes, "in the usual medieval manner it depicts war-gear of the artist's own day."
Think about that. Art, something that may be used down the line, not actually showing what was, but showing what is with the scenario of what was. In such a case, the viewer would have to know several things about the art. They'd have to know when it was actually done, and what era its covering.
This makes inventing history or using history perhaps even more tangled than it already is. The records of the past speaking with the minds of the more recent past?
The next thing was the aftermath of theBattle of Fornovo. Here, the French and Italians both claim victory and both did acheive some of their goals but neither really managed to wipe out the other or get everything they were looking for out of the conflict. Each country probably has history books recording these great victories against insurmountable odds. But where does the actual truth lie?
Again, the reality of history doesnt' lend itself easily to be shuttered up into one quick convienent piece. When designing your own backgrounds, don't forget the multiple view angle and how an event seen by many witnessess may appear different to each witness.
In terms of art, G A Embleton isn't bad. The artwork is similiar to the cover. It feels, to me at least, low grade 'gamish'. It doesn't have the polish of Angus McBride, but isn't bad. His illustrations are of the different army members and would make great illustrations for a group of warriors.
Italian Medeival Armies provides details on the overall militia life and several looks at different campaigns. Well worth a purusal if your interested in how the various city states of the time managed to thrive as long as they did.
Labels:
David Nicolle,
G A Embleton,
Historicals,
Ospery
Friday, November 26, 2010
The Companies
The Great Company
The White Company
Free Company
Company of Siena
The Company of Cerruglio
Cavalieri della Colomba
Company of St. George
Some interesting names pulled from the Men-at-Arms Italian Medieval Armies 1300-1500. I was a little inspired by the old Condottiere...
The White Company
Free Company
Company of Siena
The Company of Cerruglio
Cavalieri della Colomba
Company of St. George
Some interesting names pulled from the Men-at-Arms Italian Medieval Armies 1300-1500. I was a little inspired by the old Condottiere...
Thursday, November 25, 2010
Happy Thanksgiving
I work in a factory with a wide diversity of people. One of them is from parts of the 'former U.S.S.R.'.
I asked him, "Hey, what do you guys do in stead of Thanksgiving."
He smiled and explained to me that it is the time to slaughter the pigs and make the sausage and have the festivals. That is it the time for family gatherings and to fry the fat from the slaughter animals. That is is a celebration of all things meaty and tasty and that its done in preperation of the winter.
Sounds like something that would be right at home in a fantasy setting from the old time. Mind you, I can never tell when the guy is messing with me, but he's passionate about his food and his descriptions of the various foodstuffs to be found sounded authentic to me.
So as you celebrate the carving of the Turkey, remember that others are having their own celebrations with their own backgrounds and their own traditions and think; how can I steal that for my game.
I asked him, "Hey, what do you guys do in stead of Thanksgiving."
He smiled and explained to me that it is the time to slaughter the pigs and make the sausage and have the festivals. That is it the time for family gatherings and to fry the fat from the slaughter animals. That is is a celebration of all things meaty and tasty and that its done in preperation of the winter.
Sounds like something that would be right at home in a fantasy setting from the old time. Mind you, I can never tell when the guy is messing with me, but he's passionate about his food and his descriptions of the various foodstuffs to be found sounded authentic to me.
So as you celebrate the carving of the Turkey, remember that others are having their own celebrations with their own backgrounds and their own traditions and think; how can I steal that for my game.
Tuesday, November 23, 2010
History is Expensive
I've mentioned before that I'm no arm chair historian. I read stuff that catches my fancy; nothing more, nothing less.
But damn, I wish sometimes that I had the funds for all of those high end books that seem to be right up my alley.
Ugh. $147.00... have you people heard of e-ink!
But damn, I wish sometimes that I had the funds for all of those high end books that seem to be right up my alley.
Ugh. $147.00... have you people heard of e-ink!
Shoggoth!
I try to pretend that I'm not into 'things' as material possessions. I've owned numerous computers, books, movies, music, etc... However, I do like owning some thing and their loss would be a blow. One of those things is my old copy of Deities and Demigods that has the Cthulhu Mythos in it.
The shoggoth on page 46 what could be its cousin, but is probably Shub-Niggurath on page 47, both done by Erol Otus, who also did the cover painting, showcase a monstrous entity that oozes along with limbs and eyes and tentacles and teeth coming and going.
But the shaggoth is well, weak. Don't mistake me, it's twenty hit dice, and 30% magic resistance along with some innate immunities, to weakness, paralysis and charm, provide it some benefit. But... Suffice it to say I like the 3.5/Pathfinder version much better.
In Rolemaster, there are monsters that are tough to kill. They're not powerful monsters. They just have lots of hit points. Things like whales and what not. That method always made sense to me. These big monsters aren't going down with a single sword stroke, but unlike say 3.5 D&D, where monster level automatically grants it X amount of power, those big monsters weren't necessarily capable fighters either.
Anyway, the shoggoth, ancient creatures created by 'Primordial Ones' also have a variant. I remember reading about it in one of the various works of fiction published by Chaosium. The thing is, these shape changers are roughly humanoid and walk among humanity. It wasn't long until I bought one of the Rafm miniatures. Heck, I'm almost done with it. Maybe I'll post pics when it's finished. The one below is from Rafm: Edit; And posted!
Now what brought this to mind is that I just finished reading the graphic novel, Dark Tower: The Fall of Gilead. Like all good sieges and attacks and large scale combats, its tale involves the use of spies and traitors. How much better if you can add something like a proto-shoggoth? There is no innate link there. Merely the reading of one book, seeing a situation that could use something that would've been different, and then the idea. The use of dopplegangers and other entities that shape change are fairly well known, but not all D&D players are familiar with the Cthulhu mythos.
By changing up the expected monsters and assassins, even though its still a 'gotcha' moment, it might be a different sort of gotcha moment. The Cthulhu Mythos tends to evoke a different type of horror than standard D&D monsters. At worse, perhaps it'll take the players off guard.
The shoggoth on page 46 what could be its cousin, but is probably Shub-Niggurath on page 47, both done by Erol Otus, who also did the cover painting, showcase a monstrous entity that oozes along with limbs and eyes and tentacles and teeth coming and going.
But the shaggoth is well, weak. Don't mistake me, it's twenty hit dice, and 30% magic resistance along with some innate immunities, to weakness, paralysis and charm, provide it some benefit. But... Suffice it to say I like the 3.5/Pathfinder version much better.
In Rolemaster, there are monsters that are tough to kill. They're not powerful monsters. They just have lots of hit points. Things like whales and what not. That method always made sense to me. These big monsters aren't going down with a single sword stroke, but unlike say 3.5 D&D, where monster level automatically grants it X amount of power, those big monsters weren't necessarily capable fighters either.
Anyway, the shoggoth, ancient creatures created by 'Primordial Ones' also have a variant. I remember reading about it in one of the various works of fiction published by Chaosium. The thing is, these shape changers are roughly humanoid and walk among humanity. It wasn't long until I bought one of the Rafm miniatures. Heck, I'm almost done with it. Maybe I'll post pics when it's finished. The one below is from Rafm: Edit; And posted!
Now what brought this to mind is that I just finished reading the graphic novel, Dark Tower: The Fall of Gilead. Like all good sieges and attacks and large scale combats, its tale involves the use of spies and traitors. How much better if you can add something like a proto-shoggoth? There is no innate link there. Merely the reading of one book, seeing a situation that could use something that would've been different, and then the idea. The use of dopplegangers and other entities that shape change are fairly well known, but not all D&D players are familiar with the Cthulhu mythos.
By changing up the expected monsters and assassins, even though its still a 'gotcha' moment, it might be a different sort of gotcha moment. The Cthulhu Mythos tends to evoke a different type of horror than standard D&D monsters. At worse, perhaps it'll take the players off guard.
Sunday, November 21, 2010
Amazon Bargin Buy
While looking over some other goods at Amazon, I ran across this one; The Monks of War: The Military Religious Orders (Arkana) [Bargain Price] [Paperback] by Desmond Seward for $6.80. A lot better than the initial $17.00 they wanted for it eh?
http://www.amazon.com/Monks-War-Military-Religious-Orders/dp/B001G8WKE4/ref=pd_sim_b_6
http://www.amazon.com/Monks-War-Military-Religious-Orders/dp/B001G8WKE4/ref=pd_sim_b_6
Saturday, November 20, 2010
The Chronicles of Rus (A tale of my D&D character!)
This is just my weekly recap of the game. I'll throw some 'meta' comments in there as well. For those who find it boring, let me know. For those who find it interesting, let me know. I always encourage the players to take notes when I run a game. It makes for some interesting observations seeing how people write things down according to their own perceptions. Unfortunately, while everyone comes up with some great background in the group I play with, I'm the only one whose has a chronicle so to speak.
We play every Friday, or almost every Friday, at Black Sun Games. The game moved from one GM to another. My initial character didn't have background or much to him because the first GM was a more or less 'popcorn' style guy who I knew wouldn't run long and the game probably wouldn't be very serious. In his kuddos though, he did keep a much better Obsidian Portal account then our new GM.
Anyone looking for more background on my character can hit out the messages boards or the game store or go here for my background.
The initial style of the character was based on my appreciation for the dreaded 'two handed sword' aka in 3rd and 4th ed, the greatsword. that probably started with Elric, but characters like Guts from Berserk and various Manga probably didn't hurt either.
Our GM tends to have us fight small groups or solos so most of my abilities tend to focus on dishing out as much damage as possible. He's also not real tight with magic items or wealth, but getting to find a place where one can get magic items or spend the wealth is another subject.
I'm 12th level now. I've been playing him since 4th level.. I've been playing this character in some form or another since 4th ed started. One guy ran a few sessions of Keep on the Shadwofell when 4e first game out, stopped. Another guy started a homebrew, stopped... so I've run the same concept through again. Of course with the various options and abilities out now, it's not like it's exaclty the same character, but it is the same concept; a guy with a big sword who chops things up.
Our group is currently trapped in Ravenloft. I know several GMs who love its atmosphere and other bits. Never been a huge fan of it myself, but I do get the appeal. We were sent on a mission to kill a hag in order to speak the language of the land. We're in Sithicus, the domain of Lord Soth, which is being run by a badger lycanthrope whose already robbed us. This is what happens after we get back to the Vishanti, Ravenloft Gypsy take, after killing the hag...
After hours of celebration, I decide its time to retire. For the first time since we’ve been here, in this strange and dark land, I feel almost at ease. In the morning, I feel the pain of drinking too much. I go outside and try to ease my muscles up in the morning with some quick katas.
As I get used to the sun, which doesn’t shine here as it does even in murky Mulmaster, I decide that it’s time to payback some of the hospitality I’ve enjoyed here. I prepare to offer my services to the camp, cutting firewood or gathering logs or other such activities.
But a scream cuts through the silence.
Grabbing the Great Leveler,I rush towards the sound. In one of the wagons, the hacked and pale remains of the war priest, Torque, the dog brother remain. No blood either. I suspect the vampire blade. It too left no blood for its wounds. On the other hand, as someone who has dealt death and been on the receiving end more than once, these wounds don’t look like that. They look too crude in nature, as if dealt with by a hand axe in some hacking fashion.
The Avenger and remaining dog brother, Tor, does not take the news well. We gather the bits and pieces of Torque and proceed to burn them. There are far too many undead in this land for me to not take this precaution.
The dead war priest was one of the other party members who seems to insist on making a new character every time something catches his eye. His first one was a swordmage, which he thought too weak. His next one was the war priest, who crossed over a little with our current priest. His fourth one was a bard whose skill sets made him an asset, but whose combat ability... and well, then it was back to the war priest. But recently the Hex Blade, in 4e, a 'build' for the warlock came out and well, his Character Attention Deficiancy picked up again and so he allowed his character to die to build suspense and prepare the way for his new character. Out of character the game I even said, "Oh, X must be making a new character." which meet with many guffs.
After this grueling work and enduring the stench of the dog brother’s burning flesh and organs and bones, I decide its time to eat. All of this manual labor has built up an appetite. Tor heads off to seek some answers. I wish him luck on that quest.
That night, the gypsies throw a celebration for Torque. It’s loud and obnoxious and wild. Tor is the center of attention that night. The ladies console him, the men wish him good cheer. The tales are told of the deceased dog brother, some of them so bawdy they would make a bard blush. Even Pela the bard and Brother Johnathon drink to honor him. Tor moves the celebration more into the realm of Tempus with a wrestling matches. I do as well but hold back. I'm not here to break bones or set us against these people.
The gypsies bid us farewell the next day. The paladin still bemoans the lack of magical might. Her old sword was formidable but cursed. Her new one, an oatblade, has a minor enchantment so its better than nothing. Tor seeks a map of the lands and more information but is only given general directions as to where we need to go. Some elf city, one of the few cities and one of the few elf settlements of all.
We hit the road. Once again, almost as soon as we’re out of sight of the gypsy camp, the rain and frost and fog come. Lousy weather seems to be nothing new here. At our lunch break, we are meet by Dorian, the deva evoker, who travels the land in the form of a large raven. He speaks briefly of the elves, a race unlike those from where we come from. He tells us that they reflect the land and that this is a dire land indeed. As if to prove his point, the rain increases its tempo with the storm sending down sheets of water and hail against us.
The paladin leads us uphill. She hopes that the greater elevation will enable us to keep an eye out for any potential problems. I dread having to take a night watch. I’ll have to use the stone. The stone which requires me to kill least it become angered with me. I clench my fists wondering about the eventual consequences of using such an item. It’s not that I mind the murder, it’s that I mind the potential betrayal of the jet black stone.
I clean off the mithril scale armor, and insure that the blade is firm in the scarlet scabbard.
I wake up to Dorian shaking me. “The dog brother is in trouble.” I blink out the sleep and can make out Tor fighting some woman covered in wooden spikes that she’s using to impale him. “How lovely” I mutter under my breath as I reach for the Great Leveler. No time for armor but then again, between my stance and the blade, even the finest armor doesn't tend to do me much good anyway.
We charge forward. She manages to knock out, or possibly dead. She cackles madly and throws a small forest at the priest of the moon and the paladin. They don’t take it well. I charge past that and using the flat of my blade, smash her face, knocking her to the ground. She doesn’t look pleased. The paladin and priest struggle with the forest.
She rises hissing at me. She essentially throws the forest at me and the red haired rogue. I struggle to break free but the woods hold me tight, piercing my flesh. She doesn’t bother to try and finish me off. Rather she moves closer to the paladin and the priest and begins rending them with wooden spikes and razor sharp talons.
Dorian decides to make an appearance and casts flames upon the woods pinning my comrades. The stench of burning hair and flesh is never a pleasant experience but I’m thankful that its not me. Then more surprises. Torque shows up in a haze of grey and green ghostly translucent magnificence and waves at her and she seems in write in pain.
She moves forward to attack the ghost and as she does so, I feel necromantic energies seeping into me. She continues to wreak havoc on the group as they struggle free from the burning branches. Dorian decides to return the favor for me as well and I also burn. The burns also handle the vines.
I move forward and bring down the Great Leveler but miss. I move around her and swing again. The blow is a glancing one, but my first strike set her up for the second and she staggers under the onslaught.
She moves away from us and I slash into her again. She grabs our local red head and leaps into the trees, appearing somewhere else and they both look alike. I charge both and with an overhead strike hit both of them. The hag decides to drop the disguise and punctures red with more vines and prepares to move away. I slash at her again and she’s not expecting it and moves away from me back to the rest of the group.
I reach on down and roll out the bandages. The group is so used to magical healing that I almost forget the basics of banding the wounds. My own blow against red wasn’t too bad, a fairly shallow but long cut. The burning and other wounds she’s suffered though…
I turn back to see the group engaged and notice that somehow the dog brother is in the midst of combat again. I didn’t even realize he was still alive. I suppose that yell of Tempus didn’t come from my lips this time.
I move back into the fray. The blade runes begin to flare and I grind my feet into the ground to get a better grip on my handle and increase the force of my blows. Her necromantic aura clashes against the ruins flaring on the blade and I laugh and laugh and laugh even as I’m bringing the blade down upon her and pinning her to the floor as she writhes underneath it. The others, the ants, the fleas, those with no heart, begin moving around trying to live through the necromantic aura.
We joke at the table that when I use my stance and my daily berserk ability from the sword that I go 'Super Sayian'. With the power attack and other bonuses, I'm probably doing as much damage as a strikerer every round. In addition, because I use a fullblade and I managed to crit her twice, even though it was on opportunity attacks, she wound up taking most of the damage in this fight from me.
This dry tree lady doesn’t appreciate the fleas running from her and raises a hand, exploding more vines laced with dark necromantic energies from Pela. Poor paladin. Ever since she gave up her dark long sword that drank blood, she just hasn’t been the same. But in doing so, she’s opened herself up to attack by not only myself, but by the dog brother and Dorian. Our attacks hack away the withered gray bark surrounding her.
Because our games tend to have only a fight or two in them, I always wind up using my dailies. No point in not doing so. Ditto for the action point. I have an ability called Bone Crusher that provides a vulernability 10 to weapons so I use that and then do an action point and make another attack. Very potent bit there.
Well, there's a taste of my character at the 4e game I'm playing in. I'll leave off with my stats from the old, downloaded Character Builder that I paid for during many years of service and if I start hearing good things about the online one, despite Black Sun not having wi-fi, may have to pick up again. I iz lazy!
====== Created Using Wizards of the Coast D&D Character Builder ======
Rus Connor Norach, level 12
Human, Fighter, Kensei
Build: Great Weapon Fighter
Fighter: Combat Agility
Fighter Talents: Two-handed Weapon Talent
Kensei Focus: Kensei Focus Fullblade
Human Power Selection: Bonus At-Will Power
Background: Occupation - Military
FINAL ABILITY SCORES
Str 23, Con 17, Dex 11, Int 11, Wis 12, Cha 9.
STARTING ABILITY SCORES
Str 18, Con 14, Dex 10, Int 10, Wis 11, Cha 8.
AC: 30 Fort: 28 Reflex: 20 Will: 21
HP: 108 Surges: 12 Surge Value: 27
TRAINED SKILLS
Endurance +14, Streetwise +10, Intimidate +10, Heal +12
UNTRAINED SKILLS
Acrobatics +6, Arcana +6, Bluff +5, Diplomacy +5, Dungeoneering +7, History +6, Insight +7, Nature +7, Perception +7, Religion +6, Stealth +6, Thievery +6, Athletics +14
FEATS
Human: Toughness
Level 1: Fighter Weapon Specialization
Level 2: Weapon Proficiency (Fullblade)
Level 4: Weapon Focus (Heavy Blade)
Level 6: Power Attack
Level 8: Powerful Charge
Level 10: Weapon Expertise (Heavy Blade)
Level 11: Blood Thirst
Level 12: Marked Scourge
POWERS
Bonus At-Will Power: Wicked Strike
Fighter at-will 1: Sure Strike
Fighter at-will 1: Knockdown Assault
Fighter encounter 1: Steel Serpent Strike
Fighter daily 1: Savage Advance
Fighter utility 2: Battle Fury Stance
Fighter encounter 3: Dance of Steel
Fighter daily 5: Nimble Bladestorm
Fighter utility 6: Unbreakable
Fighter encounter 7: Reckless Strike
Fighter daily 9: Bone Crusher
Fighter utility 10: Mighty Surge
ITEMS
Adventurer's Kit, Javelin, Climber's Kit, Journeybreads (10), Longbow, Potion of Vitality (paragon tier) (2), Jet Black Ioun Stone, Berserker Fullblade +4, Tattoo of Bloodied Chains (paragon tier), Mithral Scale Armor +4, Belt of Giant Strength (paragon tier), Amulet of Life +3, Sapphire Scabbard (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
We play every Friday, or almost every Friday, at Black Sun Games. The game moved from one GM to another. My initial character didn't have background or much to him because the first GM was a more or less 'popcorn' style guy who I knew wouldn't run long and the game probably wouldn't be very serious. In his kuddos though, he did keep a much better Obsidian Portal account then our new GM.
Anyone looking for more background on my character can hit out the messages boards or the game store or go here for my background.
The initial style of the character was based on my appreciation for the dreaded 'two handed sword' aka in 3rd and 4th ed, the greatsword. that probably started with Elric, but characters like Guts from Berserk and various Manga probably didn't hurt either.
Our GM tends to have us fight small groups or solos so most of my abilities tend to focus on dishing out as much damage as possible. He's also not real tight with magic items or wealth, but getting to find a place where one can get magic items or spend the wealth is another subject.
I'm 12th level now. I've been playing him since 4th level.. I've been playing this character in some form or another since 4th ed started. One guy ran a few sessions of Keep on the Shadwofell when 4e first game out, stopped. Another guy started a homebrew, stopped... so I've run the same concept through again. Of course with the various options and abilities out now, it's not like it's exaclty the same character, but it is the same concept; a guy with a big sword who chops things up.
Our group is currently trapped in Ravenloft. I know several GMs who love its atmosphere and other bits. Never been a huge fan of it myself, but I do get the appeal. We were sent on a mission to kill a hag in order to speak the language of the land. We're in Sithicus, the domain of Lord Soth, which is being run by a badger lycanthrope whose already robbed us. This is what happens after we get back to the Vishanti, Ravenloft Gypsy take, after killing the hag...
After hours of celebration, I decide its time to retire. For the first time since we’ve been here, in this strange and dark land, I feel almost at ease. In the morning, I feel the pain of drinking too much. I go outside and try to ease my muscles up in the morning with some quick katas.
As I get used to the sun, which doesn’t shine here as it does even in murky Mulmaster, I decide that it’s time to payback some of the hospitality I’ve enjoyed here. I prepare to offer my services to the camp, cutting firewood or gathering logs or other such activities.
But a scream cuts through the silence.
Grabbing the Great Leveler,I rush towards the sound. In one of the wagons, the hacked and pale remains of the war priest, Torque, the dog brother remain. No blood either. I suspect the vampire blade. It too left no blood for its wounds. On the other hand, as someone who has dealt death and been on the receiving end more than once, these wounds don’t look like that. They look too crude in nature, as if dealt with by a hand axe in some hacking fashion.
The Avenger and remaining dog brother, Tor, does not take the news well. We gather the bits and pieces of Torque and proceed to burn them. There are far too many undead in this land for me to not take this precaution.
The dead war priest was one of the other party members who seems to insist on making a new character every time something catches his eye. His first one was a swordmage, which he thought too weak. His next one was the war priest, who crossed over a little with our current priest. His fourth one was a bard whose skill sets made him an asset, but whose combat ability... and well, then it was back to the war priest. But recently the Hex Blade, in 4e, a 'build' for the warlock came out and well, his Character Attention Deficiancy picked up again and so he allowed his character to die to build suspense and prepare the way for his new character. Out of character the game I even said, "Oh, X must be making a new character." which meet with many guffs.
After this grueling work and enduring the stench of the dog brother’s burning flesh and organs and bones, I decide its time to eat. All of this manual labor has built up an appetite. Tor heads off to seek some answers. I wish him luck on that quest.
That night, the gypsies throw a celebration for Torque. It’s loud and obnoxious and wild. Tor is the center of attention that night. The ladies console him, the men wish him good cheer. The tales are told of the deceased dog brother, some of them so bawdy they would make a bard blush. Even Pela the bard and Brother Johnathon drink to honor him. Tor moves the celebration more into the realm of Tempus with a wrestling matches. I do as well but hold back. I'm not here to break bones or set us against these people.
The gypsies bid us farewell the next day. The paladin still bemoans the lack of magical might. Her old sword was formidable but cursed. Her new one, an oatblade, has a minor enchantment so its better than nothing. Tor seeks a map of the lands and more information but is only given general directions as to where we need to go. Some elf city, one of the few cities and one of the few elf settlements of all.
We hit the road. Once again, almost as soon as we’re out of sight of the gypsy camp, the rain and frost and fog come. Lousy weather seems to be nothing new here. At our lunch break, we are meet by Dorian, the deva evoker, who travels the land in the form of a large raven. He speaks briefly of the elves, a race unlike those from where we come from. He tells us that they reflect the land and that this is a dire land indeed. As if to prove his point, the rain increases its tempo with the storm sending down sheets of water and hail against us.
The paladin leads us uphill. She hopes that the greater elevation will enable us to keep an eye out for any potential problems. I dread having to take a night watch. I’ll have to use the stone. The stone which requires me to kill least it become angered with me. I clench my fists wondering about the eventual consequences of using such an item. It’s not that I mind the murder, it’s that I mind the potential betrayal of the jet black stone.
I clean off the mithril scale armor, and insure that the blade is firm in the scarlet scabbard.
I wake up to Dorian shaking me. “The dog brother is in trouble.” I blink out the sleep and can make out Tor fighting some woman covered in wooden spikes that she’s using to impale him. “How lovely” I mutter under my breath as I reach for the Great Leveler. No time for armor but then again, between my stance and the blade, even the finest armor doesn't tend to do me much good anyway.
We charge forward. She manages to knock out, or possibly dead. She cackles madly and throws a small forest at the priest of the moon and the paladin. They don’t take it well. I charge past that and using the flat of my blade, smash her face, knocking her to the ground. She doesn’t look pleased. The paladin and priest struggle with the forest.
She rises hissing at me. She essentially throws the forest at me and the red haired rogue. I struggle to break free but the woods hold me tight, piercing my flesh. She doesn’t bother to try and finish me off. Rather she moves closer to the paladin and the priest and begins rending them with wooden spikes and razor sharp talons.
Dorian decides to make an appearance and casts flames upon the woods pinning my comrades. The stench of burning hair and flesh is never a pleasant experience but I’m thankful that its not me. Then more surprises. Torque shows up in a haze of grey and green ghostly translucent magnificence and waves at her and she seems in write in pain.
She moves forward to attack the ghost and as she does so, I feel necromantic energies seeping into me. She continues to wreak havoc on the group as they struggle free from the burning branches. Dorian decides to return the favor for me as well and I also burn. The burns also handle the vines.
I move forward and bring down the Great Leveler but miss. I move around her and swing again. The blow is a glancing one, but my first strike set her up for the second and she staggers under the onslaught.
She moves away from us and I slash into her again. She grabs our local red head and leaps into the trees, appearing somewhere else and they both look alike. I charge both and with an overhead strike hit both of them. The hag decides to drop the disguise and punctures red with more vines and prepares to move away. I slash at her again and she’s not expecting it and moves away from me back to the rest of the group.
I reach on down and roll out the bandages. The group is so used to magical healing that I almost forget the basics of banding the wounds. My own blow against red wasn’t too bad, a fairly shallow but long cut. The burning and other wounds she’s suffered though…
I turn back to see the group engaged and notice that somehow the dog brother is in the midst of combat again. I didn’t even realize he was still alive. I suppose that yell of Tempus didn’t come from my lips this time.
I move back into the fray. The blade runes begin to flare and I grind my feet into the ground to get a better grip on my handle and increase the force of my blows. Her necromantic aura clashes against the ruins flaring on the blade and I laugh and laugh and laugh even as I’m bringing the blade down upon her and pinning her to the floor as she writhes underneath it. The others, the ants, the fleas, those with no heart, begin moving around trying to live through the necromantic aura.
We joke at the table that when I use my stance and my daily berserk ability from the sword that I go 'Super Sayian'. With the power attack and other bonuses, I'm probably doing as much damage as a strikerer every round. In addition, because I use a fullblade and I managed to crit her twice, even though it was on opportunity attacks, she wound up taking most of the damage in this fight from me.
This dry tree lady doesn’t appreciate the fleas running from her and raises a hand, exploding more vines laced with dark necromantic energies from Pela. Poor paladin. Ever since she gave up her dark long sword that drank blood, she just hasn’t been the same. But in doing so, she’s opened herself up to attack by not only myself, but by the dog brother and Dorian. Our attacks hack away the withered gray bark surrounding her.
Because our games tend to have only a fight or two in them, I always wind up using my dailies. No point in not doing so. Ditto for the action point. I have an ability called Bone Crusher that provides a vulernability 10 to weapons so I use that and then do an action point and make another attack. Very potent bit there.
Well, there's a taste of my character at the 4e game I'm playing in. I'll leave off with my stats from the old, downloaded Character Builder that I paid for during many years of service and if I start hearing good things about the online one, despite Black Sun not having wi-fi, may have to pick up again. I iz lazy!
====== Created Using Wizards of the Coast D&D Character Builder ======
Rus Connor Norach, level 12
Human, Fighter, Kensei
Build: Great Weapon Fighter
Fighter: Combat Agility
Fighter Talents: Two-handed Weapon Talent
Kensei Focus: Kensei Focus Fullblade
Human Power Selection: Bonus At-Will Power
Background: Occupation - Military
FINAL ABILITY SCORES
Str 23, Con 17, Dex 11, Int 11, Wis 12, Cha 9.
STARTING ABILITY SCORES
Str 18, Con 14, Dex 10, Int 10, Wis 11, Cha 8.
AC: 30 Fort: 28 Reflex: 20 Will: 21
HP: 108 Surges: 12 Surge Value: 27
TRAINED SKILLS
Endurance +14, Streetwise +10, Intimidate +10, Heal +12
UNTRAINED SKILLS
Acrobatics +6, Arcana +6, Bluff +5, Diplomacy +5, Dungeoneering +7, History +6, Insight +7, Nature +7, Perception +7, Religion +6, Stealth +6, Thievery +6, Athletics +14
FEATS
Human: Toughness
Level 1: Fighter Weapon Specialization
Level 2: Weapon Proficiency (Fullblade)
Level 4: Weapon Focus (Heavy Blade)
Level 6: Power Attack
Level 8: Powerful Charge
Level 10: Weapon Expertise (Heavy Blade)
Level 11: Blood Thirst
Level 12: Marked Scourge
POWERS
Bonus At-Will Power: Wicked Strike
Fighter at-will 1: Sure Strike
Fighter at-will 1: Knockdown Assault
Fighter encounter 1: Steel Serpent Strike
Fighter daily 1: Savage Advance
Fighter utility 2: Battle Fury Stance
Fighter encounter 3: Dance of Steel
Fighter daily 5: Nimble Bladestorm
Fighter utility 6: Unbreakable
Fighter encounter 7: Reckless Strike
Fighter daily 9: Bone Crusher
Fighter utility 10: Mighty Surge
ITEMS
Adventurer's Kit, Javelin, Climber's Kit, Journeybreads (10), Longbow, Potion of Vitality (paragon tier) (2), Jet Black Ioun Stone, Berserker Fullblade +4, Tattoo of Bloodied Chains (paragon tier), Mithral Scale Armor +4, Belt of Giant Strength (paragon tier), Amulet of Life +3, Sapphire Scabbard (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Labels:
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character,
Dungeons and Dragons,
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Thursday, November 18, 2010
Bot aka The Ruin Forged or the Frost Forged
In my initial postings, I've mentioned miniatures as a point of inspiration but haven't had a lot of focus on miniatures.
Superfigs are miniatures designed for Supersystem, a miniatures combat game, but are also useful for Mutants and Masterminds as well as the Champions Hero system. Many of them however, also work perfectly well for a fantasy environment. At their relatively low cost, especially low cost to size, I picked up one called Bot.
Bot was to me, an experiement with some MIG products; heavy rust, light rust, and grease and oil. Normally these types of enhancers are used on tanks and other large scale models, but Bot looked to be a good test for anything I might want to try on various Privateer Press figs.
As I painted him Cold Steel and then lathered on the various rust and grease effects, I decided that I wanted to do a snowy base, another of my weaknesses. I glued the figure onto a 'large' base and dabbed on the spakle. When dried I painted it a few shades of white.
One of the things I was thinking as I painted it though, was that it looked like some sort of primitive War Forged and it got the old brain thinking.
What if the current War Forged of the Eberron setting were not originally made in Eberron. What if they were based on actual models found under the snow, buried deep and discovered by explorers? These ancient relics of a bygone age composed of metals that were no longer found in today's modern smiths and crafted with legs that do not look like they should work and a flawless ruby in it's chest.
So old and ancient were these Ruin Forged or Winter Forged, call so for their location and state of disrepair, they often fell apart before they could be examined. Some were functioning all too well though and came alive, attacking with harder than steel fists and agility that belays their strange experience. Their teeth, filled too razor sharp points, were also not for looks but for use!
I initially see them as coming form another world, a vanguard that was never given the signal and simply left to rot and ruin for reasons no one knows why. in a standard D&D campaign, these ancient creatures could be meant for humanity to use in their fight against Mind Flayers and other entities from the Far Realm using technology as the final boost in Mankind's ancient battles to be free of the unknown terrors of that dark and dismall dimension.
I've always been a fan of a little science fiction in my fantasy, especially Space Opera style and I can easily see something like one of these creatures as an enemy when exploring a ruin like the Barrier Peaks or almost as a normal character in something like Battle Chasers.
Superfigs are miniatures designed for Supersystem, a miniatures combat game, but are also useful for Mutants and Masterminds as well as the Champions Hero system. Many of them however, also work perfectly well for a fantasy environment. At their relatively low cost, especially low cost to size, I picked up one called Bot.
Bot was to me, an experiement with some MIG products; heavy rust, light rust, and grease and oil. Normally these types of enhancers are used on tanks and other large scale models, but Bot looked to be a good test for anything I might want to try on various Privateer Press figs.
As I painted him Cold Steel and then lathered on the various rust and grease effects, I decided that I wanted to do a snowy base, another of my weaknesses. I glued the figure onto a 'large' base and dabbed on the spakle. When dried I painted it a few shades of white.
One of the things I was thinking as I painted it though, was that it looked like some sort of primitive War Forged and it got the old brain thinking.
What if the current War Forged of the Eberron setting were not originally made in Eberron. What if they were based on actual models found under the snow, buried deep and discovered by explorers? These ancient relics of a bygone age composed of metals that were no longer found in today's modern smiths and crafted with legs that do not look like they should work and a flawless ruby in it's chest.
So old and ancient were these Ruin Forged or Winter Forged, call so for their location and state of disrepair, they often fell apart before they could be examined. Some were functioning all too well though and came alive, attacking with harder than steel fists and agility that belays their strange experience. Their teeth, filled too razor sharp points, were also not for looks but for use!
I initially see them as coming form another world, a vanguard that was never given the signal and simply left to rot and ruin for reasons no one knows why. in a standard D&D campaign, these ancient creatures could be meant for humanity to use in their fight against Mind Flayers and other entities from the Far Realm using technology as the final boost in Mankind's ancient battles to be free of the unknown terrors of that dark and dismall dimension.
I've always been a fan of a little science fiction in my fantasy, especially Space Opera style and I can easily see something like one of these creatures as an enemy when exploring a ruin like the Barrier Peaks or almost as a normal character in something like Battle Chasers.
Labels:
Game Master,
Inspiration,
Miniatures,
Superfigs
Wednesday, November 17, 2010
Batman Under The Red Hood
Batman Under The Red Hood is a movie adaption of a comic book event that has its origins in another comic book event from the late eighties I'm thinking called A Death In The Family. The comic event had parts that were handled poorly (Superboy Prime punching time) and parts that worked fairly well.
Below I'll be speaking about what it made me think about and this includes spoilers so if you're not interesting in them, beware!
Keep the medium in mind.
Batman Under The Red Hood works much better as a short one shot movie than it does a comic book. In the comic, it goes on and on and has to rely on decades of continuity among other limitations like a monthly publishing schedule designed to be put into a trade paperback.
In the movie format, it's able to get out a lot of the material, avoiding some of the excess, like Superboy Prime punching time, and keeps things circular enough that even a casual fan of Batman can probably enjoy it.
Now let me point out how the differences in medium work. Here, and in the comic, the Red Hood, Jason Todd, goes on a tangent asking why Batman hasn't killed the Joker. In the comics, that conversation might go something like, "Well Jason, you were an unliked character who callers paid to see die and the Joker is one of my most famous archnemesis and if you think I'm killing him in order to appease your spirit? Your joking!"
So what do I mean when I'm talking about keeping the medium in mind?
One shots at conventions are different than long running campaigns. Super Hero settings have different genre conventions than Dungeons and Dragons. Keep the thing you're running in mind when getting ready to run your campaign. By knowing if your running a one shot, running a long term weekly series, etc..., you'll be able to keep a better grip on how to run the game and where it could go.
Below I'll be speaking about what it made me think about and this includes spoilers so if you're not interesting in them, beware!
Keep the medium in mind.
Batman Under The Red Hood works much better as a short one shot movie than it does a comic book. In the comic, it goes on and on and has to rely on decades of continuity among other limitations like a monthly publishing schedule designed to be put into a trade paperback.
In the movie format, it's able to get out a lot of the material, avoiding some of the excess, like Superboy Prime punching time, and keeps things circular enough that even a casual fan of Batman can probably enjoy it.
Now let me point out how the differences in medium work. Here, and in the comic, the Red Hood, Jason Todd, goes on a tangent asking why Batman hasn't killed the Joker. In the comics, that conversation might go something like, "Well Jason, you were an unliked character who callers paid to see die and the Joker is one of my most famous archnemesis and if you think I'm killing him in order to appease your spirit? Your joking!"
So what do I mean when I'm talking about keeping the medium in mind?
One shots at conventions are different than long running campaigns. Super Hero settings have different genre conventions than Dungeons and Dragons. Keep the thing you're running in mind when getting ready to run your campaign. By knowing if your running a one shot, running a long term weekly series, etc..., you'll be able to keep a better grip on how to run the game and where it could go.
Tuesday, November 16, 2010
Aliens Versus Predator 2: Requiem
One of the things I love about terrible movies, and make no mistake, Aliens Versus Predator Requiem is pretty much a terrible movie, is seeing what is salvagable from it.
From here, I'm reminded that if you want to make the bad guys as bad as possible, crush the social taboos of society. Children escaping alive to tell their mothers and fathers about the monster? Nope. Sorry kid, you don't make it out.
Children getting killed offscreen? Nope. Gruesome death for you right there amigo.
How about preganent women? Nope, that body is mere fodder for the supper alien that spits three or more eggs into its host. And yup, she bursts open!
Ironically, the Predator in this movie, despite being a cold hearted killer, or perhaps because of it, is the perfect player character. He doesn't know how many of these aliens are around. He doesn't know what the end result of his hunt will be. All he knows is that he has a mission. Play to those strengths when the players are going out into the dungeon or going out for battle. Let them have their cool moments because you never know when those opportunities will come again.
The movie ends in a fairly predictible manner, much like the Crazies or other films where the government has to contain things. Imagine the players are fighting a zombie or alien horde that grows expodentially and the high council of wizards decides, "Nuke the site from orbit. It's the only way to be sure." In a fantasy game, that may just blast the landscape into another dimension. A popular comic trick.
Try to salavage something from everything would be what I'd say here and it's what one of the few characters with intelligence does when he steals a predator plasma shotgun.
From here, I'm reminded that if you want to make the bad guys as bad as possible, crush the social taboos of society. Children escaping alive to tell their mothers and fathers about the monster? Nope. Sorry kid, you don't make it out.
Children getting killed offscreen? Nope. Gruesome death for you right there amigo.
How about preganent women? Nope, that body is mere fodder for the supper alien that spits three or more eggs into its host. And yup, she bursts open!
Ironically, the Predator in this movie, despite being a cold hearted killer, or perhaps because of it, is the perfect player character. He doesn't know how many of these aliens are around. He doesn't know what the end result of his hunt will be. All he knows is that he has a mission. Play to those strengths when the players are going out into the dungeon or going out for battle. Let them have their cool moments because you never know when those opportunities will come again.
The movie ends in a fairly predictible manner, much like the Crazies or other films where the government has to contain things. Imagine the players are fighting a zombie or alien horde that grows expodentially and the high council of wizards decides, "Nuke the site from orbit. It's the only way to be sure." In a fantasy game, that may just blast the landscape into another dimension. A popular comic trick.
Try to salavage something from everything would be what I'd say here and it's what one of the few characters with intelligence does when he steals a predator plasma shotgun.
Monday, November 15, 2010
The Hussite Wars: Final Thoughts
I've mentioned the importance of individuals both in starting wars and in fighting wars.
I've mentioned naming conventions and how things are named after people. The Orebites, after Zizka's death, labelled themselves 'The Orpahns', because of the loss they had suffered. People have historically had names that might sound odd even at a gaming table. For example, the successors to Jan Zikka, Prokop the Great and Prokop the lesser. The Great and the Lesser? I know which one I'm going after first.
Don't know if I'm mentioned the use of heraldry or how important it could be. The Hussites used a few symbols. These went on their shields, surcoats, and horse barding usually. Symbols include the chalice and a goose. Some illustrations combine the two. I can't imagine a player today using a goose as his herald symbol but there it is in history.
Women: Don't know if I mentioned it before, but women fought in the Hussite armies. Yeah, Women At Work In Medieval Europe points out women doctors on the field of battle and the Hussite armies bring the peasant women with them into the actual field of combat.
Historical importance: The events of the time may leave their mark on the landscape for centuries to come. Jan has several statues dedicated to him. Some of the ideas and issues of the initial Hussite Heresy come to the foreground in the Reformation. In a fantasy game, it would probably go a lot further.
For example, magic items. The Mace of Zizka could be a high powered Rod of Lordly Might. When he died he supposedly ordered his men make a drum out of his skin and beat it at the front of the Hussite Army. Drum of Zizka? Oh yeah. Anything a hero uses could be said to be of his power and by taking those names and events into the campaign, the GM can turn even a +1 item into something a bit more.
Now mind you this won't work in a magic item heavy campagin because the players will still turn in that Mace of Zizka if it's just a +1 mace and it's easier to get a +2 mace, but if the mace is used to improve moral, build troops, and other non-combat activities, even if it's not as powerful, it has greater appeal.
Artwork: The material by Angus is up to his usual standards. Several powerful illustrations of the movers and shakers of the time as well as an excellent illustration of a war wagon.
The Hussite Wars showcase how one event can lead to others and to decades of warfare and in doing so, sparks the imagination with wonder and awe at the strength of the principle characters brought to the foreground in its wake.
I've mentioned naming conventions and how things are named after people. The Orebites, after Zizka's death, labelled themselves 'The Orpahns', because of the loss they had suffered. People have historically had names that might sound odd even at a gaming table. For example, the successors to Jan Zikka, Prokop the Great and Prokop the lesser. The Great and the Lesser? I know which one I'm going after first.
Don't know if I'm mentioned the use of heraldry or how important it could be. The Hussites used a few symbols. These went on their shields, surcoats, and horse barding usually. Symbols include the chalice and a goose. Some illustrations combine the two. I can't imagine a player today using a goose as his herald symbol but there it is in history.
Women: Don't know if I mentioned it before, but women fought in the Hussite armies. Yeah, Women At Work In Medieval Europe points out women doctors on the field of battle and the Hussite armies bring the peasant women with them into the actual field of combat.
Historical importance: The events of the time may leave their mark on the landscape for centuries to come. Jan has several statues dedicated to him. Some of the ideas and issues of the initial Hussite Heresy come to the foreground in the Reformation. In a fantasy game, it would probably go a lot further.
For example, magic items. The Mace of Zizka could be a high powered Rod of Lordly Might. When he died he supposedly ordered his men make a drum out of his skin and beat it at the front of the Hussite Army. Drum of Zizka? Oh yeah. Anything a hero uses could be said to be of his power and by taking those names and events into the campaign, the GM can turn even a +1 item into something a bit more.
Now mind you this won't work in a magic item heavy campagin because the players will still turn in that Mace of Zizka if it's just a +1 mace and it's easier to get a +2 mace, but if the mace is used to improve moral, build troops, and other non-combat activities, even if it's not as powerful, it has greater appeal.
Artwork: The material by Angus is up to his usual standards. Several powerful illustrations of the movers and shakers of the time as well as an excellent illustration of a war wagon.
The Hussite Wars showcase how one event can lead to others and to decades of warfare and in doing so, sparks the imagination with wonder and awe at the strength of the principle characters brought to the foreground in its wake.
Sunday, November 14, 2010
The Hussite Wars: The War Wagons
One of the things I love about history is being surprised by it. One of the tools in the Hussite Army is the war wagon. When the majority of your forces hail from the peasants, who are farmers, they tend to have a lot of wagons used to carry their goods. Their leader managed to turn these wagons into proto-tanks.
They were first used when Jan Zizka used the landscape to control the flow of the enemy against him by using lakes as natural barriers and then arranging existing wagons as another barrier. After that, they become a central part of the Hussite army. One of the interesting things is that historically, it is assumed that these were defensive vehicles, using both crossbow men and gunmen using essentially murder holes to fire at the enemy and pike men to protect the outside. But that defensive nature seems overstated when in the book, two accounts talk about how the war wagons could encircle a part of the enemy army and cut it to ribbons.
Another interesting bit I like about the war wagons, is that despite having gun men, and a limited number at that due to the cost associated with the guns, is that they have stones for when the conflict gets too close. On one hand, using the gunpowder, on the other, man's earliest weapon.
The thing that comes across in the war wagon though, is that it's use was relatively limited to these areas because they required a lot of open area to use. Those in more mountainous or uneven terrain would find them useless. The other important part, according to that linked website, was the nature of the Hussite army. Peasants; infantry. When many armies consider the knight to be the pinnacle of military superiority, you make do with what you have.
When looking at the history of your own setting, remember the vital role that geography will play in the development of weapons; not just small weapons, but huge weapons of war.
Now if only Games Workshop would get around to releasing some War Wagons...
They were first used when Jan Zizka used the landscape to control the flow of the enemy against him by using lakes as natural barriers and then arranging existing wagons as another barrier. After that, they become a central part of the Hussite army. One of the interesting things is that historically, it is assumed that these were defensive vehicles, using both crossbow men and gunmen using essentially murder holes to fire at the enemy and pike men to protect the outside. But that defensive nature seems overstated when in the book, two accounts talk about how the war wagons could encircle a part of the enemy army and cut it to ribbons.
Another interesting bit I like about the war wagons, is that despite having gun men, and a limited number at that due to the cost associated with the guns, is that they have stones for when the conflict gets too close. On one hand, using the gunpowder, on the other, man's earliest weapon.
The thing that comes across in the war wagon though, is that it's use was relatively limited to these areas because they required a lot of open area to use. Those in more mountainous or uneven terrain would find them useless. The other important part, according to that linked website, was the nature of the Hussite army. Peasants; infantry. When many armies consider the knight to be the pinnacle of military superiority, you make do with what you have.
When looking at the history of your own setting, remember the vital role that geography will play in the development of weapons; not just small weapons, but huge weapons of war.
Now if only Games Workshop would get around to releasing some War Wagons...
Saturday, November 13, 2010
The Hussite Wars 1419-36 Part One
I've mentioned before that the art work of Angus McBride has a powerful pull on my imagination. This cover is no exception. In the Warhammer Fantasy Battle Game and the RPG version, clerics of the Empire are mace and hammer wielding fanatics. Seeing the center character here with one eye bandaged and a mace in hand, I was drawn to the book.
And it is another interesting read, well worthy of a look. I had no knowledge, or at least, direction knowledge, of The Hussite Wars before hand, but I am curious to learn more about them now.
One of the things that stands out to me as a reader and a Dungeon Master, is the enormous effect that individuals of character and charisma and skill have had on the world. The Hussite Wars themselves, take their name from Jan Huss. This is something that happens time and time again in the real world history and it's something I often forget about when looking at designing historical battles for any backgrounds I'm working on.
Not all wars can be the War of the Roses with such symbolism crashing through, but named individuals whose actions and fates, can inspire decades of warfare.
In addition to Jan Huss, the man in the centerpiece here, Jan Žižka, is a military genius of his time, revolutionizing the way battles were fought in his home and winning battle after battle despite only having one eye. Even more determination and grit is shown when he losses the other eye years latter and leads his army for another five years. This is something that in a fantasy book, people might laugh at and go, "Yeah right." But here it has apparently happened with no magic involved. Or course history revisionism is another topic...
But another point of interest about Jan Žižka is his death. He doesn't die on the battlefield. Rather, like several great warrior leaders before him, his death doesn't necessarily involve his profession; he dies of the plague in 1424.
The Hussite Wars bring some interesting bits together and showcase historical weight that will continue to roll down in history. When designing your own settings, if things happen at point X, do those actions have further repercussions down the road? Do people look at the leaders of a bygone era and say, "Yes, they were right and we will continue those works."
Lastly, once again, the strength and importance of religion is hammered home. These Hussite Wars are also Crusades with the Hussites being on the receiving end. Mind you they win these battles but the strength of faith is what starts off wars. Thousands of people killed for the methods of worship. This in turn reminds me of the great job Kate Elliot did with her series, Crown of Stars, and how strong the power of belief, without necessarily clerical magic or any magic for that point, can be.
In many fantasy campaigns, these wars of faith can be somewhat difficult. Some settings like the Forgotten Realms and even Greyhawk, are so brimming with deities that the idea of holy war or heresy on a large scale seems completely against the context of those settings. The best one might be able to do with them, is set up rival deities that can have various smaller rivalries and battles.
In these more intimate battles, the actions of single individuals, like the player characters, come more into focus. Do you want to be one man in an army of thousands, or one hero in a handful that knows of the plots of Shar against Sune?
On the other hand, as King of the North proved, althought briefly, the only thing more impressive than a war of faith is a war of gods. One of the fun things about Palladium Books and their Rift setting is that essentially everything is possible. There are gods, there are fake gods, there are ancient elder entities that had the same roles as some of the other gods and all manners of interesting bits and pieces that some how or another make a near whole. But, if you're looking for religious war fare on a grand and cosmic scale, then a war of Pantheons, where entire countries are moved by gods that are real and do take part of the battles, can be the route to go.
And it is another interesting read, well worthy of a look. I had no knowledge, or at least, direction knowledge, of The Hussite Wars before hand, but I am curious to learn more about them now.
One of the things that stands out to me as a reader and a Dungeon Master, is the enormous effect that individuals of character and charisma and skill have had on the world. The Hussite Wars themselves, take their name from Jan Huss. This is something that happens time and time again in the real world history and it's something I often forget about when looking at designing historical battles for any backgrounds I'm working on.
Not all wars can be the War of the Roses with such symbolism crashing through, but named individuals whose actions and fates, can inspire decades of warfare.
In addition to Jan Huss, the man in the centerpiece here, Jan Žižka, is a military genius of his time, revolutionizing the way battles were fought in his home and winning battle after battle despite only having one eye. Even more determination and grit is shown when he losses the other eye years latter and leads his army for another five years. This is something that in a fantasy book, people might laugh at and go, "Yeah right." But here it has apparently happened with no magic involved. Or course history revisionism is another topic...
But another point of interest about Jan Žižka is his death. He doesn't die on the battlefield. Rather, like several great warrior leaders before him, his death doesn't necessarily involve his profession; he dies of the plague in 1424.
The Hussite Wars bring some interesting bits together and showcase historical weight that will continue to roll down in history. When designing your own settings, if things happen at point X, do those actions have further repercussions down the road? Do people look at the leaders of a bygone era and say, "Yes, they were right and we will continue those works."
Lastly, once again, the strength and importance of religion is hammered home. These Hussite Wars are also Crusades with the Hussites being on the receiving end. Mind you they win these battles but the strength of faith is what starts off wars. Thousands of people killed for the methods of worship. This in turn reminds me of the great job Kate Elliot did with her series, Crown of Stars, and how strong the power of belief, without necessarily clerical magic or any magic for that point, can be.
In many fantasy campaigns, these wars of faith can be somewhat difficult. Some settings like the Forgotten Realms and even Greyhawk, are so brimming with deities that the idea of holy war or heresy on a large scale seems completely against the context of those settings. The best one might be able to do with them, is set up rival deities that can have various smaller rivalries and battles.
In these more intimate battles, the actions of single individuals, like the player characters, come more into focus. Do you want to be one man in an army of thousands, or one hero in a handful that knows of the plots of Shar against Sune?
On the other hand, as King of the North proved, althought briefly, the only thing more impressive than a war of faith is a war of gods. One of the fun things about Palladium Books and their Rift setting is that essentially everything is possible. There are gods, there are fake gods, there are ancient elder entities that had the same roles as some of the other gods and all manners of interesting bits and pieces that some how or another make a near whole. But, if you're looking for religious war fare on a grand and cosmic scale, then a war of Pantheons, where entire countries are moved by gods that are real and do take part of the battles, can be the route to go.
Labels:
Angus Mcbride,
Hussite Wars,
Ospery,
Stephen Turnbull
Friday, November 12, 2010
Red Light Action
"A Norman-French law dated 1393 delineates the reasons for establishing the sex neighborhood, the isolation of the sex trade to assigned areas, and the penalties for craftswomen who violate the rules. "Whereas many diverse frays, broils, and dissentions have arisen in times past and many men have been slain and murdered by reason of the frequent resort to and consorting with common harlots at taverns, brew houses of hucksters, and other places of ill fame within the city. And more especially through Flemish women who profess to such shameful, dolorous life. We forbid that any such women should move about or lodge in the city or its suburbs, by night or by day. But they are to keep themselves to the assigned places, the Stewes and Cokkeslane." page 105.
Many men have been slain? Think about what that implies here. Think about what it could possibly imply in a fantasy setting where half-orcs and drow may be among the more exotics of the nighthawks that are popular among the client? When fantasy poisons, spells, and all manner of dark and dangerous methods can be used to kill, and more importantly, where fantasy eco-systems are made specifically to clean up such a mess, think of how difficult it might be to even have prove of death.
In such a town, the lords and ladies running the dark houses of ill repute may have gleatinous cubes at the very least to clean up their mess. They may feed the occassional stranger to the ghouls in the sewers in exchange for the assistance of the undead in times of need.
Magic and mayhem can easily be combined when struck with such words as many men have been slain here.
Many men have been slain? Think about what that implies here. Think about what it could possibly imply in a fantasy setting where half-orcs and drow may be among the more exotics of the nighthawks that are popular among the client? When fantasy poisons, spells, and all manner of dark and dangerous methods can be used to kill, and more importantly, where fantasy eco-systems are made specifically to clean up such a mess, think of how difficult it might be to even have prove of death.
In such a town, the lords and ladies running the dark houses of ill repute may have gleatinous cubes at the very least to clean up their mess. They may feed the occassional stranger to the ghouls in the sewers in exchange for the assistance of the undead in times of need.
Magic and mayhem can easily be combined when struck with such words as many men have been slain here.
Wednesday, November 10, 2010
The Action Is Happening At The Court
As I continue to read about Women At Work In Medieval Europe, the next section I'm on discusses the lady 'bosses' of the time. One of the things it speaks of is the vast size and scope of running a castle and the various duties that accompany it.
On page 54, there is an illustration and the text describing it brings forth a wide variety of individuals; "Elegantly clothed and seated at the high table, the hostess, beneath a richly decorated baldachin canopy, greets the entertainers who regale the guests with music and mummery. sword-carrying musicians play a variety of fifes, flutes, recorders, shawms, drums, and stringed instruments. Bird-masked, armed entertainers mine and act a play. Most mumming preserved ancient fertility rites including beheadings and resurrections, as in Morris Dances. The lead mummer carries a baton or torch, and faces the ermine-collared Surveyor of Ceremonies who directs the feast, alternating courses with entertainments."
A lot of things going on in that picture. But the courts also have wide arrangements and functions. There is a lot of detail on the use and nature of medieval hunting, including the various birds and animals used for sport. There are the good deeds that these people in power are supposed to be committed to, the givings of alms to the needy. The going to the hospitals to look after the sick.
There is the arrangement of the court itself. It doesn't 'just happen' to so speak.
And in some instances, there is war, and that war requires someone to take charge. One of the examples listed in the book is the countess of Buchan defending Burwick Castle against attack by King Edward I.
These activities provide an 'in' if you will, to the life of the courts. Does one of the players have a known skill? He's summoned to the court to show it off. Want to make more of it than a simple skill showing? Have it become a competition.
Want to run it in a dark vein? The players are hired to act as assassins but normaly people aren't allowed weapons in the noble's feasts and courtyard. Only those entertainers have them. Time to do some undercover work.
With the many branches that can interweave themselves in the high life of the court, it makes a tempting local to introduce the characters.
On page 54, there is an illustration and the text describing it brings forth a wide variety of individuals; "Elegantly clothed and seated at the high table, the hostess, beneath a richly decorated baldachin canopy, greets the entertainers who regale the guests with music and mummery. sword-carrying musicians play a variety of fifes, flutes, recorders, shawms, drums, and stringed instruments. Bird-masked, armed entertainers mine and act a play. Most mumming preserved ancient fertility rites including beheadings and resurrections, as in Morris Dances. The lead mummer carries a baton or torch, and faces the ermine-collared Surveyor of Ceremonies who directs the feast, alternating courses with entertainments."
A lot of things going on in that picture. But the courts also have wide arrangements and functions. There is a lot of detail on the use and nature of medieval hunting, including the various birds and animals used for sport. There are the good deeds that these people in power are supposed to be committed to, the givings of alms to the needy. The going to the hospitals to look after the sick.
There is the arrangement of the court itself. It doesn't 'just happen' to so speak.
And in some instances, there is war, and that war requires someone to take charge. One of the examples listed in the book is the countess of Buchan defending Burwick Castle against attack by King Edward I.
These activities provide an 'in' if you will, to the life of the courts. Does one of the players have a known skill? He's summoned to the court to show it off. Want to make more of it than a simple skill showing? Have it become a competition.
Want to run it in a dark vein? The players are hired to act as assassins but normaly people aren't allowed weapons in the noble's feasts and courtyard. Only those entertainers have them. Time to do some undercover work.
With the many branches that can interweave themselves in the high life of the court, it makes a tempting local to introduce the characters.
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