Showing posts with label Assassinations. Show all posts
Showing posts with label Assassinations. Show all posts

Saturday, January 11, 2014

Stands A Shadow: The Heart of the World Book Two by Col Buchanan

After finishing the first book in the series, The Heart of the World, Farlander, I looked at Amazon and saw that in hardcover, the second book was ten dollars. Bam! Ordered and now read. The bad thing? This one came out in 2011, or at least is copy right 2011 and Col Buchanan's website, which is both cool and infuriating, has no information on the next one.

Stands a Shadow continues several threads from the previous book and introduces new ones. It stands in stark contrast to a lot of the 'rules' of writing when talking about introducing a gun in scene one to use it in scene ten because it moves the cast around a lot. In that venue, it actually reminds me of A Game of Thrones in that you may think, "Ah, here's the main character." and then, nope, sorry, that was not the protagonist you were looking for.

I don't know if that's everyone's thing but it makes a nice change of style. It breaks the rules. I think writers like George and Col Buchanan can get away with it though, because first and foremost, they are good writers.

In Stands A Shadow, we have the assassin Ash seeking revenge for the death of his pupil, Nico in the first volume. His order though, is forbidden from doing this as it makes the chances of the guild, the Roshun, being hired again lessened as it tarnishes the image of their professionalism. At this point, as he's an older man, I think the book quotes sixty, Ash is okay with this making him a piraha among his own people.

The author uses a few techniques to bring out more of Ash's backstory including dreams, delirum, and Ash speaking with a monk about the troubles he finds himself in. These work well to bring out different aspects of the character as each method reveals something in a way that the others don't. The dreams are more akin to memories, while the delirum brings forth unwanted and guilt laden memories.

But despite the heavy focus on characters in the novel, there is more going on. The empire of Mann, where the only virtue is strength, is seeking to end the resistance of the so called Free Ports. This invasion brings armies into clashes and brings a lot of action and new characters to the scenario like Bull, a man released from jail, an extremely dangerous man who killed a hero of the war and is now offered a pardon and the opportunity to engage his anger at the enemy of his people. He takes it with both hands.

Other characters from the previous book, like Che, also are featured here and find their loyalties tested in many ways that they might never have expected.

Stands A Shadow is fairly self contained. While the end does offer the potential for another book, it is more the potential of hope itself that it offers, of the journey not being over, thing things can get better. Still, when Col Buchanan does get that next book out, I'll be down for the next copy.

Stands A Shadow is available in hardcover from at least one vendor using Amazon Prime for under $8.00 here on in kindle format for $6.83 here. If you have not read the first book in the series, Farlander, I would highly recommend getting it in hardcover because Amazon has it for $2.92, under three dollars, in hardcover, and shipped from Amazon Prime, here.

Having said all of that, how might this be useful for role playing games like Dungeons and Dragons or Rolemaster? Below I'll be discussing several specific bits from the book so there will be spoilers aplenty. Read no further if you wish to avoid them.

When I was reading this book, I kept thinking of Wizards of the Coast, Heroes of Battle. I kept thinking how that book would be a good resource to delve into after reading Stands A Shadow because of the war which has a large focus on the unexpected actions of characters and the armies that follow them, as opposed to just long grinds.

1.The Best Laid Plans of Mice and Men: The army of Mann uses ships to transport its soldiers. In even the best of circumstances, crossing the world over a hostile terrain even in the largest ships, is a dangerous and challenging prospect. If you've seen Frank Miller's 300, there is a scene where the invading army loses ships to a storm. Something similar happens here. Despite the greater strength of numbers that the army of Mann brings with them, they still cannot control the weather or the elements. Remember random events in the campaign and how they may impact the overall campaign itself.

When looking at these elements, you should determine how big an impact they will have. Will they effect the whole army? For example, this book would have been pretty short had the entire army of Mann washed up on the shores dead and broken. Instead they lost a lot of their high powered weapons and their mounts and several people suffered injury including the Holy Matriarch suffering a broken arm.

2. Camp Followers: Where they are soldiers, there are those who will serve them. The book has Ash befriend a group of prostitutes after the ship's crash as he is seeking the warmth of their fire and scares off a group of soldiers who had intended not to pay. These camp followers are not the only ones though. There are also food sellers, carpenters, leather workers, and a whole host of other professionals whose survival comes from following the army. In some games like Games Workshop's Warhammer, at least in some editions, the players may even start off as a camp follower! Not ever character need be a camp follower though. For example, the young woman Curl is a battle doctor. Well, not quite, more like a nurse who stitches up the wounded and provides them with water and drugs to get them either back into the fight or out of it.

The camp followers can have many roles in the game. When the camp is not actively engaged in war, the soldiers need to do something. They will seek out different forms of entertainment and food and alcohol. This makes the camp itself like a moving city with all of the challenges of such a city.

For example, what if one of the food vendors is using the dead to supply his special brand of meat? This is a fairly common theme for a game like Warhammer for example.

What if the entertainers keep certain types of characters behind when the rest of the troop leave and devour them?

What if one of the prostitutes is a serial killer and picks out targets that won't be missed for weeks if ever as they were prime targets for desertion in the first place?

What if the players infiltrate the enemy camp and use the resources there to hinder the opposing force, or use it as cover to try and assassinate the enemy leadership or destroy key resources?

3. Characters change the game. Che is a 'diplomat' which is another code word for assassin. His doctrine into the religion of Mann is one that required him to undergo a change of personality to be trained as the Roshun assassin and then betray them. But it also requires him to be kept wide read and learn of the world. These elements make him a poor honest worshipper of the ways of Mann and while he does part of his duty, he also abandons the empire of Mann and saves the life of Ash while doing so. His actions bring further conflict to the empire of Mann, as well as resulting in more 'diplomats' being sent after him for his ways.

The world can be as big and vast as you want it, but the events around the players should be influenced and influence the characters in them. If the players take the fight to the enemy in the dead of night in a strategic movie to deprive the enemy of their leadership, can it work? If the enemy then decides to do the exact same thing against the players, will they be prepared?

4. Strong character opposition. While the army of Mann itself is powerful, I again find the head enemy, the Holy Matriarch of Mann, a physically weak character who while having a few moments more than she did in the previous book, still getting taken out almost as an after thought. This in turn leads to a huge event, civil war in the empire of Mann as multiple factions vie for the supreme rulership of the empire. The empire? Still a big bad overarching theme of do as thou will but the actual agents of this empire? So far both the Matriarch and her son have not proven to be that impressive. Mind you this goes in contradiction to how I feel about the heroes where I'm not necessarily expecting each one to be so skilled in dealing death as long as they have some character to bring to the story, but if the heroes are motivated to overcome these villains, if they have no problem doing so once they meet in the flesh, it feels a little demotivating.

5. Survival: On the other hand, if the game master doesn't provide some logical reason why the enemy isn't overwhelming the character, when appropriate, it can make the game seem off key. If the players are faced with overwhelming force, there needs to be a solid reason why the players haven't been overwhelmed. In the case of the book, part of this boils down to how the empire of Mann operates. The heroes of the Free Ports get a break when civil war breaks out in the empire, and this is something that's happened at least one time before as one of the generals notes it happened fifteen years ago. If you put up unbeatable opposition against the players, make sure they have an out.

6. New Characters: War brings out need. In this case, the need for bodies to press into the grinder of war. In so doing, new characters are introduced from dubious sources such as the mad house, the prisons, and the hospitals. If they can walk, they can fight. If in the course of the game the players lose a character or two, having a reliable way to introduce new characters is useful. This can range from a character from the opposition seeing the light, to someone seeking justice against the same foes the players are currently fighting against.

Stands A Shadow is a strong sequel to Farlander and well worth a read.


Thursday, November 24, 2011

W. Barnard Faraday's Pendragon published by Green Knight


Having finished off Pendragon, I thought I would take a few moments on an actual day off, to post a few more thoughts on the book.

Even in a time when war with the Saxons and Pics if upon them, the land is not singularly united. This theme plays out in the book in several instances that would make for good role playing opportunities.

For one, Gwendaello, the actual Pendragon in this version, is not well loved. Her former leader was conspiring with the Saxons to take the lands and lords down in exchange for treasures and plunder. His plan didn't work out too well but did leave Gwen in charge of things. However, the other rulers are not pleased at this prospect and try to take away her lands and titles.

This results in a large meeting where diplomacy is at full bloom. The various lords and ladies vieing for attention and trying to determine who has the right of things. It works well in the novel, showcasing a deep amount of mistrust between the rulers as well as showing how things can quickly move from one assumed finale to another with the right placed bribes and blackmail.

3rd edition brought out a lot of rules, well, not a lot of rules, but some rules, to try and bring these role playing elements to the table top with dice rolls and for some, they work. Others, used to having to actually speak and interact with the other participants around the table, are able to talk a fantastic game. 4th edition brought this more into the game with skill challenges that allow different characters to bring different things to the game.

For example, a skill challenge here might involve some of the more obvious candidates like intimidation and diplomacy, but a GM who has players that know the setting and details of it, and have the appropriate skills like ancient history, should be allowed to persuade people through speaking of the land and its past and how those ancient lores may be effecting the here and now. Others may speak using their religion skill to detail how the gods will be angered or pleased by the path being taken here.

I can agree with this because it helps get people who might not have any will or desire to roleplaying, or worse, who have no skill at it, to still contribute to the game with a dice roll and some idea to me how they're trying to achieve their goals.

I also allow role playing 'stunting' for those who get into it. I'll allow them to make a speech and detail what they have in mind and why they think it'll work and provide a bonus to the roll. Now if there are things that the characters don't know, like their speech is hostile to the locals around them, or that they've gotten several things wrong, or if they just flub it, I'll give them a penalty. Of course, the natural 1 always rolls around as well so perhaps while they were talking, they choked on a chicken bone or something of that nature.

For those who don't enjoy such politics though, and are more action based, what about assassination? In this instance, Artorious learns of an attempt on Gwen's life. Of course he does! He's the main character of the book. This is the same deal players can expect for their characters when the DM wants the characters to be able to effect the game. While hearing about an assassination is powerful stuff because it potentially reminds everyone at the table that they are mortal, being the ones to stop such an event carries with it the promise not only of stopping a murder, but the thanks of whatever lord they saved. Finding out who did the deed and what to do about it then become further adventure seeds.

Another issue that arises when the land is in turmoil, is bandits. Artorius notes during his journey, that by travelling alone, if necessary, he can usually hide from such bandits, but a small group is easy pickings as the bandits ten to travel in groups of ten to one hundred. Seeing this in print makes me smile because I don't feel bad when I do it to the players. I'm sure the AngryGM would love having that quote above his DM Screen so that he could point out the 'semi-historical' accuracy of a hundred man bandit attack.

Despite some of the problems in these times though, people do tend to pull together and the rulers must respect those that do so. While talking about the problems with bandits, he recounts how a well liked merchant sought justice for the loss of his goods to bandits and had to pay a legal fee, that was provided by his fellow merchants who wanted to see justice done. When nothing was done and the fee not returned, social unrest sprouted up.

In Usagi Yojimbo, there is an instance where a Samurai tests his sword on a beggar, killing the man instantly. The surviving beggar, the father of the slain one, goes to his guild and they pool their funds together and hire an assassin who kills the son of the samurai.

In short, just because one person is not a problem, does not mean that one person lacks the means to become a problem, even if they themselves are never wielding a sword or casting a spell.