Wulf the Saxon
A Story of Norman Conquest
Written by G. A. Henty
$6.99 Paperback
I've mentioned shopping at the Half-Priced Books in Skokie Il before and perusing their dollar rack. This book is another captured from that shelf.
It's not going to win any modern awards, but it is a book over one hundred years old! I didn't realize that when I first picked it up. My cover is so out of date that I couldn't find the right image to put up on my blog so I had to scan it. I've also never read anything by G. A. Henty and was surprised that he had written so many books that I might be interested in as their historical eras are ones that have long fascinated me.
It's the story of 1066 and the battle of Hastings as told through the eyes of Wulf the Saxon.
There are a few bits readers should draw out for their own games:
1. Water is powerful: There are two separate occasions Wulf has trials and tribulations due to the waves he rides upon. One time casting him and his liege at the prisoners of William the Conqueror, the other dashing the boats of the English navy to pieces. This is a common trope in many stories though. If you've seen Frank Miller's 300, there is a scene where the Persian Fleet is destroyed.
Don't be afraid to showcase how wild, powerful, unpredictable and uncontrollable elements are outside of the characters and even their patrons.
2. Death is not to be feared: When the former king of England is ready to die, he's speaking of rejoicing. If the belief in the afterlife is firm, death should not be a trial. It should not be a tribulation. It should be a time of earnest celebration.
3. A celebration of Victories: If the party is in town and the GM needs to give the town some local color, have the players come upon the village while it is in the midsts of celebrating a victory over some regional foe. Orcs, bandits, ogres, trolls, and even hill giants all may be threats to such townships but having claimed a victory over a great force, say perhaps at a ford or river or pass, the town celebrates that victory every year to remind themselves of the cost and the valor of those who died to achieve that victory.
4. Names. There are many ways to go about naming a character. For example, we have William. He's sometimes referred to as William of London or even as Bishop William of London. The main character, Wulf, is known as Wulf of Steyning and eventually takes the last name of the family he's adopted into.
5. Hostages: George R. R. Martin's fantasy series, A Game of Thrones, has 'Reek' who was raised by the Starks only to betray them. Being raised by an enemy is a common feature of history. Your children go as hostages to another lord and are raised under that lord's banner and learn that lord's ways and methods. It can lead to high drama if years down the road those loyalties are tested.
A name can come from a variety of places. Adding the 'of XXX" is a frequent use. We have such individuals of Edwin of Mercia in this book. In fantasy, we have Elric of Melnibone for example. Instead of 'of XXX,' sometimes it's a descriptor, Conan the Cimmerian.
Names can also be of a profession or of a rank. Many nobles may go by Lord or Lady, for example, Lady Agnes. In religious factions, the rankings of the Church should be in full play. Is there a difference between a Bishop and a Cardinal? If you have four or five characters call Harold, you need a way to distinguish them.
They can be descriptive. Elric is also known as the White Wolf as is the most popular of Witchers. In this book, we have Edith of the Swan Neck.
Names can denote heritage such as Harkon the Son of Sweyn.
Names can also be of the House. For example, the House of Leofric. The House of Jor-El.
A character's name can say a lot about him without the character ever saying anything. Use it wisely.
Sunday, December 17, 2017
Monday, December 4, 2017
Focal Point: The Complete Game Master's Guide To Running Extraordinary Sessions
Focal Point
The Complete Game Master's Guide To Running Extraordinary Sessions
Written by Phil Vecchione, Walt Ciechanowski, and John Arcadian
Published by Gnome Stew
$24.95
EGP42006
234 b & w pages
Dusts off blog.
Been busy with work, painting miniatures and day to day living. Been reading a lot of work-related non-fiction and short story anthologies like House of Fear. I bought House in October for Halloween themed horror and am still reading it.
Shame!
Anyway, in between the mundane, I did manage to finish off Focal Point, a book on game mastering by Gnome Stew by a trio of authors who've done some work for Gnome Stew before.
First off, I hope one day to never see a non-standard gaming book size again. I get that there's some weird small press creed or it's easier to stock or they can be thrown farther or what have you but man I hate the way they look on my shelf.
Layout is simple one column format with different varieties in type to set off special sidebars. Art is solid and goes well with the material. I'd say the cover art is one of the weakest pieces in the book. They might have been better just going with the die and the lighting as opposed to the art there is there. Then again, everyone's an art critic right?
I've been playing since the mid-80's.
I generally play with the same group of people.
Some things in the book will not apply to me.
That doesn't make it any less useful to read thought.
When running a game, there are many chainsaws to keep in the air. Any book the helps remind you of things you may have missed, that provides you with ideas on game elements that could be enhanced, that's told in an entertaining way, is worth reading.
The authors use Gemma and her group to frame the 19 chapters. Chapters are organized into wider sections, Lights, Camera, Action. The chapters move and the story of Gemma and her group flows with it. It's a good framing device.
For me? As long as I play with my normal group, things like 'trigger' warnings aren't a problem. Advice on getting people to pay attention to the game? Variable utility depending on who the culprit is. Good to see that I'm not the only one with such problems though.
Advocating game mastery as a way to streamline gaming? Such good advice. I'm tempted to have one of my friends who works with wood put together a sign, "Read the Fucking Book."
I get at conventions or a brand new system, there are going to be things unknown for players who may be dipping a toe into the waters of the game. But four weeks later, few people, especially the Game Master, should be pondering how the skill check system works. Or at least know where it's at.
I'm not sure if it's just me being an older bastich, but watching how some people think that anyone who knows the rules is 'merely' a rule lawyer and they suck, is wrong.
Expertise in a game system is not a problem. Abusing that knowledge over your other players, standing in every effort to move the game forward, arguing with the GM, those are bad elements.
Knowing your game system is not bad.
One of the things that the book hits a few times, is that gaming is a group effort. The gamers need to get along together. They should know how they're going to work in combat. They should have some idea of how things are going to happen once the action starts. They need to have each other's backs.
Now again, as it's important to point these things out least someone go, "But what about..." Yes, if you're playing the Shield or playing some Vampire double betrayal special, then group unitiy in and of itself may not be the end goal of the game.
But even in those instances, system mastery will reward the group as one player is not dominating game time thanks to not knowing the system and having to look up everything over and over again.
Focal Point may read a little dry at times, but it's all solid advice. It'll go on the shelf next to the other books in the series and perhaps one day be updated through a Kickstarter into a big old Hardcover with all three books that can sit alongside the big boy books and leave it's paperback short shame hall.
If you'r a game master, especially a new game master, I recommend not only checking out Gnome Stew's web site, but picking up their books. You may come across bits you already know, but tuck those away and move onto the examples and other bits that may be new territory for you.
The Complete Game Master's Guide To Running Extraordinary Sessions
Written by Phil Vecchione, Walt Ciechanowski, and John Arcadian
Published by Gnome Stew
$24.95
EGP42006
234 b & w pages
Dusts off blog.
Been busy with work, painting miniatures and day to day living. Been reading a lot of work-related non-fiction and short story anthologies like House of Fear. I bought House in October for Halloween themed horror and am still reading it.
Shame!
Anyway, in between the mundane, I did manage to finish off Focal Point, a book on game mastering by Gnome Stew by a trio of authors who've done some work for Gnome Stew before.
First off, I hope one day to never see a non-standard gaming book size again. I get that there's some weird small press creed or it's easier to stock or they can be thrown farther or what have you but man I hate the way they look on my shelf.
Layout is simple one column format with different varieties in type to set off special sidebars. Art is solid and goes well with the material. I'd say the cover art is one of the weakest pieces in the book. They might have been better just going with the die and the lighting as opposed to the art there is there. Then again, everyone's an art critic right?
I've been playing since the mid-80's.
I generally play with the same group of people.
Some things in the book will not apply to me.
That doesn't make it any less useful to read thought.
When running a game, there are many chainsaws to keep in the air. Any book the helps remind you of things you may have missed, that provides you with ideas on game elements that could be enhanced, that's told in an entertaining way, is worth reading.
The authors use Gemma and her group to frame the 19 chapters. Chapters are organized into wider sections, Lights, Camera, Action. The chapters move and the story of Gemma and her group flows with it. It's a good framing device.
For me? As long as I play with my normal group, things like 'trigger' warnings aren't a problem. Advice on getting people to pay attention to the game? Variable utility depending on who the culprit is. Good to see that I'm not the only one with such problems though.
Advocating game mastery as a way to streamline gaming? Such good advice. I'm tempted to have one of my friends who works with wood put together a sign, "Read the Fucking Book."
I get at conventions or a brand new system, there are going to be things unknown for players who may be dipping a toe into the waters of the game. But four weeks later, few people, especially the Game Master, should be pondering how the skill check system works. Or at least know where it's at.
I'm not sure if it's just me being an older bastich, but watching how some people think that anyone who knows the rules is 'merely' a rule lawyer and they suck, is wrong.
Expertise in a game system is not a problem. Abusing that knowledge over your other players, standing in every effort to move the game forward, arguing with the GM, those are bad elements.
Knowing your game system is not bad.
One of the things that the book hits a few times, is that gaming is a group effort. The gamers need to get along together. They should know how they're going to work in combat. They should have some idea of how things are going to happen once the action starts. They need to have each other's backs.
Now again, as it's important to point these things out least someone go, "But what about..." Yes, if you're playing the Shield or playing some Vampire double betrayal special, then group unitiy in and of itself may not be the end goal of the game.
But even in those instances, system mastery will reward the group as one player is not dominating game time thanks to not knowing the system and having to look up everything over and over again.
Focal Point may read a little dry at times, but it's all solid advice. It'll go on the shelf next to the other books in the series and perhaps one day be updated through a Kickstarter into a big old Hardcover with all three books that can sit alongside the big boy books and leave it's paperback short shame hall.
If you'r a game master, especially a new game master, I recommend not only checking out Gnome Stew's web site, but picking up their books. You may come across bits you already know, but tuck those away and move onto the examples and other bits that may be new territory for you.
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