Showing posts with label Daniel Fox. Show all posts
Showing posts with label Daniel Fox. Show all posts
Saturday, July 16, 2011
Jade Man's Skin by Daniel Fox
Back in the days of first edition of Advanced Dungeon's and Dragons, I loved the idea of Oriental Adventures. The lure of the far east, of martial arts, of exotic looking armor, of weapons that were non-standard was a big influence on me.
But I was always stuck for ideas on how to run the thing. When Legend of the Five Rings came out, it provided a hell of a background and methodology for running such a setting but at the cost of being so heavily involved with the setting, that my attention soon wandered off as events and timeline advancements took it well past where I was comfortable with.
That's not a bash against such events. I'm not too fond of them when they happen to say the Forgotten Realms, and hated Greyhawk Wars, but in those settings, I was so at ease with that style of adventure, that it didn't take much effort on my part to ignore this, or change that. I was never quite so comfortable with L5R to do that without worrying about the 'purist', which I freely ignored for my FR games.
But one thing that would have helped me enjoy making such changes and making the setting fully my own, would be books like Jade Man's Skin by Daniel Fox, the sequel to Dragon in Chains. I'll be discussing some of my thoughts on the book but a quick summary for those who don't want spoilers? It's a fun filled romp in fantasy ancient China that's well worth a read.
Now onwards!
The book has one thing in common though with L5R right off the bat. The importance of Jade. In this setting, Jade is something that long term exposure to, can make you superhuman. Indeed, Jade is the source of the Emperor's longevity. It's also being used so much here, that you get tired of seeing it. The cover is an powerful illustration of an animal encountered in the book, a jade tiger. In the book its described as massive. There is also a set of jade armor made. Its so heavy that only someone who is already super human can use it because of its weight. While its a great idea and a great visual, the use of jade after jade after jade, apparently all of it the same color, is well, boring. There is nothing that can make the exotic and the far away as boring as overdoing it.
Having said that though, the book provides a reason for things like jade armor, not being used before. The sheet weight of it. Does that strike anyone as familiar? As anyone who played older editions and had to deal with having a very high strength to use certain weapons? And why certain magical items like Gauntlets of Ogre Power and Girdle's of Giant Strength were so highly sought after?
The nice thing though, is that like some of the old artifacts in the game, there is a potential price to pay. In this case, the jade armor turns the emperor green, unto like jade itself. It is also difficult to remove. This reminds me of those quaint and weird little bits that some of the artifacts in the old edition could have in that you could gain vast power but it might cost you say, your humanity. There might be other costs, worse cost associated with it but that was part of the charm. I hate to bash 4e for this, but that game is so focused on the balance of magic items that most efforts at making quirky magic items or items with personality seem pale shadows of earlier editions.
When making unique items for your own campaign, try to give them something different. Try to give them something that's not standard. Try to give them something that works, perhaps better than promised, but has its own draw backs to it. If the draw backs are too high, the item goes unused. If the drawbacks aren't really drawbacks, then there's no point in including them. Some of the point build games used to be very specific in this, "A disadvantage that is not a disadvantage is not a disadvantage and worth no points." or something along those lines.
In terms of working themes into a game, one of the things that book starts off with is corruption. While a messenger is running along, he notes that several soldiers are abusing their position by taking items away from various merchants and family on the road in the name of the emperor. This is not an isolated problem to the realms or fiction, nor to the past. Corruption is an every day occurrence in the modern world and the weight can be costly.
Can you rely on the police if they're under the influence of drug cartels? Mexico seems to be having a lot of problems in that vein and the American movie industry has no shortage of corrupt cop movies. When corruption is present, trust is far and away. People forget things they saw. In some of these movies though, the people are more prone to work with outsiders and are more prone to possibly trusting them and allowing the outsiders to make real changes that couldnt' be made by internal forces. This is an opportunity for players who enjoy the role playing aspect, the challenge of convincing people who are scared for their lives, scared for their families, and scared for their own businesses, that they should trust the heroes.
Another aspect brought up is picking where you fight. One of the few things I think 4th edition tried to do well, that at least brought light to the subject, is making the environment more a part of the game. In previous editions, there might be a small bonus for holding the higher ground (+1 to hit!) but it rarely went beyond that.
Entertainment is far different in this old eras than modern entertainment. In one of the C. J. Sansom books, the author noted bear baiting. Here, Fox brings out fighting crickets. The differences in entertainment are as much a choice of the limits of technology as they are availability of resources. When not fighting for daily survival, what do people do to fill the time? For some like farmers that may be a foolish question as there is no spare time save perhaps to go to church and prepare for the better world that awaits in the next life. For those in the city and those who have the funding, what do they do?
And for those who have power, those who have responsibility, how do they react to it? Bernard Cornwell made no secret that some of the joy that the raiders took, including a Christian Priest, was that there was a savage joy in having no responsibilities to anyone other than yourself. Do such characters run away from their responsibilities when time allows? Do they seek to indulge themselves in their own past times?
And in terms of resources, how does an economy deal with dwindling supplies? Is there an acknowledgement that there is a problem? Is it covered up? Do those in charge send out seekers of new resources and supplies? Does the government prepare itself for when those supplies will run out? Or do they ignore it, pretend that its not a problem and that somehow, and someway, things will work themselves out on their own?
Fox also brings more of the setting's religion into the forefront this time around. A mother and her daughters were told to seek sanctuary at an old temple and now have taken to the temple as their own. And the goddess of that temple speaks through the mute, speaks through the damaged, speaks through those who would not speak on their own, including infants. How do the gods of the setting make contact with the world?
For those who are of noble blood or royalty or prestige, how do they declare it? Here, the Emperor's color is yellow, but a very specific, very pure yellow. Purple seems to be the color of royalty in the standard fantasy settings. The wearing of these colors, especially by those not empowered to do so, can be severer ranging from death and banishment to maiming. It is an obvious sign of challenge to wear the colors that are prohibited to any but the royal family.
On the other hand, it does make for a great method of impersonating members or even soldiers of such a family. After all, if the consequence for doing so is death, who would dare do it?
In terms of the creatures of the setting, what do they think about? How do they think? One part of running a campaign that can be hard to handle, is making non-humans different than humans. In this book, one of the character is tied into a dragon's mind. The view point of the dragon is so vast and different than whenever the link is active, the character feels threatened with drowning and being lost inside that mind. If you can provide a different mind set to the monsters and provide them with reasons for that difference, you'll provide some interesting times to the players.
When creating NPCs, try to look past the surface. In the story here, the mother of the Emperor notes that she has been trying to poison a general who is advising the emperor falsely to no avail because the man is too well protected in court. It comes off like a not important remark, but it puts the older woman in a whole new light. It showcases a level of ruthlessness that a reader would never find otherwise despite her tough as nails demeanor.
If you're looking for ideas on your next Oriental Adventure's campaign, Jade Man's Skin is well worth al ook.
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Thursday, June 9, 2011
Dragon in Chains by Daniel Fox
When I was younger, I loved the whole concept of Oriental Adventurers for Advanced Dungeons and Dragons. I didn't really know how to use it or run it. A lot of the ideas seemed different than the standard dungeon crawling that normal AD&D used, but I liked the concepts of honor, one of the, if not the very first, appearance of non-weapon proficiencies, and of course, the variety of custom classes for the various settings.
I just didn't know what or how to run it despite seeing a lot of Kung Fu and Samurai movies.
When Legend of the Five Rings came out years latter, I'd suffer some similar problems, but not as bad. There was a lot more source material dedicated to L5R including a fiction line with some real stinkers and some real winners.
When the opportunity presents itself to buy some fantasy that fits into that mode of "inspired by but not necessarily directly tied to" some material of the Oriental Adventurers, I have no problem checking it out.
Dragon in Chains is an enjoyable read that has a large cast and brings with it numerous bits that might make for an excellent setting. Below I'll be pointing out some quotes from the book so beware of spoilers.
"Chains, especially. They were the Forge's fame, even far from the coast where no one cared about the dragon, no one spoke of her, perhaps no one believed in her at all. Chains made here carried anchors for the greatest ships of the empire; they defended harbors up and down the coast; they were traded far inland, along the broad slow rivers, to bring security to mines and mints, to docks and workyards, to prisons and to treasure-houses.
"People forgot, perhaps that they were only symbols; no one forgot that the best chains came from the Forge. Other ironsmiths had lost hands or tongues for claiming that their own were Forge work."
Without getting into any mystic or Far East symbols, without getting into any isolated habits or unique things, Fox brings a trait to the Forge, which is unique in that it makes chains to bind a dragon under the sea, but makes the fact that they sell the chains and that the chains are renown for their mundane worth, their utility in the 'real' world that everyone lives in every day, as opposed to their value in keeping a dragon bound under the sea.
By providing something that can be talked about, by providing some keystone element of the setting that could fit well, into almost any setting, the writer makes the world a little easier to understand. That quality and reputation of an item, serve a purpose. By sprinkling a few such places throughout the world, the GM not only gives the players a check list of whose who and whose the best, he provides details that may come in handy latter on in the game should the players chose to pursue any of those leads.
"Exposed, his body was knotted with muscle and twisted with scars, but more, all his skin was a mass of tattoos. Not the crude scars, images that half his crew favored, nor the intricate designs afforded by a few. They were brute block characters all over his chest and shoulders and belly and back, his thighs and buttocks and calves. Some of them Han could read, even in distant glances. They made words like traitor, renegade, exile. They spoke of disgrace, of banishment; they demanded his death and promised a price for his head if it were delivered to any of the Hidden City's gates, sent as a gift to the emperor.... Castration and tattoos together meant imperial punishment. Hand knew it; so did the soldiers. So did their surviving officers."
There are some crimes that perhaps require death, but due to the person's life or favors owned, that debt cannot be carried out, but some punishment is. Tattoos are a form of marking and while some use them to establish grace, positions of power or other ranks of respect with them, others are used as indicators of crime and criminal lifestyles. In the setting, what do tattoos mean? Are they like those found in Rifts Atlantis and possibly magical in nature, as other game systems including Dungeons and Dragons have taken to heart? Are they maps? Are they symbols?
"No. Well, he's likely the only jade-miner you ever will see. The clans don't leave the valleys. However careful they are, they're still exposed; the least of them is unusually strong, and they tend to live long and not have many children. They live in extended family groups, because individually they can't sustain a holding. Or protect it.
"Nor can they travel far from the source. Jade is addictive; they need to keep it close. Separate a miner from the stone and he'll sicken. All that strength and resilience is only borrowed, not possessed."
Here, Daniel Fox provides a rational for the Jade to belong to the emperor and only the emperor. It also serves to explain why the Emperors of the past lived so long and sired so few children. The Jade is actually a true power source for them giving them long life, strength, endurance and other physical traits like fast healing, and dense bones. For others to partake of the Emperor's gifts? A death sentence but those who mine it do so inadvertently so they have to stay there.
In Dreadstar, there was a mineral that had no practical purpose. But it was mined in vast quantities. Dreadstar himself tried to figure out its purpose but while he never did, it was revealed to the reader's that it was a substance that The Twelve Gods required for their own strength.
Feng Shui where controlling the lines provides in game benefits, then the GM must be prepared for the players to try and game the system.
"She was a fish girl from a fishing village, though she had to pinch herself to remind herself of it sometimes."
In terms of origin, the humble origin is often used for the dreaded farm boy who turns out to be a noble's son or a god's son or something of that nature. Other times he's just a farm boy but by his own deeds and by the chance encounters he has, rises into something greater than his point of origin. Some players prefer the characters start off as a relatively blank slate and engage the world through play. Don't enfold them in their own history if they do so. Allow their character choices dictate where the game for them goes.
"But I want," he said, "I want," and for the first time there was a note of hesitation in his voice, a hint of self-doubt that he shrugged aside physically, a little shift of the shoulders, "I want that dragon revealed, and no other man could see her the way that you do, Guangli."
Dungeons and Dragons has rarely made the focus of the game its skill system. Indeed, I recall the first edition of the game had a chart you could roll on in the Dungeon Master's Guide, that would tell you your skills. Not what you could do with them, how much you could earn with them, etc... 4th edition tries to follow that idea in spirit but with the skill challenge system seems a little weighted down to actually do so with that light touch.
But if a character is to be more than just game mechanics, are they ways in which the things a character might do and enjoy can be part of the game? Are their works of art or other fields of skill, that a player can have his character bring to the game that will have meaning? In the Sword of Truth, the main character creates a massive set of statues that inspire rebellion in the people when they are broken down. Are there works that the players can create to do something similar?
"If Suo Lung should want to take Han with him when he leave the ship, we must forestall him if we can, slip away by ourselves. If not - well, I have a poison..."
People may have different sides to them then they first show. The person speaking here is a dedicated doctor who has saved dozens, if not hundreds of lives in a war torn setting. But he's also a practical man and knows that sometimes hard and harsh decisions have to be made. As the GM, most of the characters you'll run will probably be faceless minions or bold monsters. Rare will be the talking part. When you have it, and it is a recurring one, don't be afraid to make the characters more than just bit actors.
"You two, you're not even breathing hard! You go on, you,"
There's an old joke that goes, I don't have to be faster than the bear, I just have to be faster than you. If they players are ever forced to go on the lamb, as the GM you need to take advantage of that opportunity to dish out some real damage. Now I know that sounds strange as I'm often of the mind that you should give the players room to explore, to utilize background details, to provide depth to the world, but when the fight comes and they lose and they try to flee, unless the enemy has a very compelling reason NOT to, the players should be on the run.
And that means taking advantage of any slow movers there. Will the players stick together and risk another thrashing? Will the slower moving races get left behind? Will those who can use magic, such as fly, take to the skies, and if so, does that make them more of a solitary target or a free ride out of danger?
"And tried to kill Yu Shan, on the instant, without warning. It might have been shocking, to anyone not raised in the mountains. here it was common practice, clan manners."
No matter how superior one assumes their native culture is, that assumption that every other culture shares the same ideas and ideals and standards can prove quite fatal. In some instances, the mere act of trespass, regardless of intention, is enough to sign a death warrant. The mere act of being different, is enough to signal a release of the hounds. The settings that most fantasy games take place in, is often a dark and dangerous time where the illumination of kindness and courtesy, despite the widespread religions and the various good they espouse, often fail to meet with reality's demands. Players should not feel safe on the roads. They should not feel safe with strangers. They should not feel that the world looks upon them as they may look upon the world.
Walk softly and carry a big stick didn't become a common saying because no one was doing it or that it was a bad piece of advice.
Dragon in Chains provides a setting in turmoil that provides a lot of characters and situations that are immediately applicable to most fantasy role playing games. The Jade themes and other bits make it a nice addition to any gamer's library looking for some more Oriental Adventure style in his campaign.
I just didn't know what or how to run it despite seeing a lot of Kung Fu and Samurai movies.
When Legend of the Five Rings came out years latter, I'd suffer some similar problems, but not as bad. There was a lot more source material dedicated to L5R including a fiction line with some real stinkers and some real winners.
When the opportunity presents itself to buy some fantasy that fits into that mode of "inspired by but not necessarily directly tied to" some material of the Oriental Adventurers, I have no problem checking it out.
Dragon in Chains is an enjoyable read that has a large cast and brings with it numerous bits that might make for an excellent setting. Below I'll be pointing out some quotes from the book so beware of spoilers.
"Chains, especially. They were the Forge's fame, even far from the coast where no one cared about the dragon, no one spoke of her, perhaps no one believed in her at all. Chains made here carried anchors for the greatest ships of the empire; they defended harbors up and down the coast; they were traded far inland, along the broad slow rivers, to bring security to mines and mints, to docks and workyards, to prisons and to treasure-houses.
"People forgot, perhaps that they were only symbols; no one forgot that the best chains came from the Forge. Other ironsmiths had lost hands or tongues for claiming that their own were Forge work."
Without getting into any mystic or Far East symbols, without getting into any isolated habits or unique things, Fox brings a trait to the Forge, which is unique in that it makes chains to bind a dragon under the sea, but makes the fact that they sell the chains and that the chains are renown for their mundane worth, their utility in the 'real' world that everyone lives in every day, as opposed to their value in keeping a dragon bound under the sea.
By providing something that can be talked about, by providing some keystone element of the setting that could fit well, into almost any setting, the writer makes the world a little easier to understand. That quality and reputation of an item, serve a purpose. By sprinkling a few such places throughout the world, the GM not only gives the players a check list of whose who and whose the best, he provides details that may come in handy latter on in the game should the players chose to pursue any of those leads.
"Exposed, his body was knotted with muscle and twisted with scars, but more, all his skin was a mass of tattoos. Not the crude scars, images that half his crew favored, nor the intricate designs afforded by a few. They were brute block characters all over his chest and shoulders and belly and back, his thighs and buttocks and calves. Some of them Han could read, even in distant glances. They made words like traitor, renegade, exile. They spoke of disgrace, of banishment; they demanded his death and promised a price for his head if it were delivered to any of the Hidden City's gates, sent as a gift to the emperor.... Castration and tattoos together meant imperial punishment. Hand knew it; so did the soldiers. So did their surviving officers."
There are some crimes that perhaps require death, but due to the person's life or favors owned, that debt cannot be carried out, but some punishment is. Tattoos are a form of marking and while some use them to establish grace, positions of power or other ranks of respect with them, others are used as indicators of crime and criminal lifestyles. In the setting, what do tattoos mean? Are they like those found in Rifts Atlantis and possibly magical in nature, as other game systems including Dungeons and Dragons have taken to heart? Are they maps? Are they symbols?
"No. Well, he's likely the only jade-miner you ever will see. The clans don't leave the valleys. However careful they are, they're still exposed; the least of them is unusually strong, and they tend to live long and not have many children. They live in extended family groups, because individually they can't sustain a holding. Or protect it.
"Nor can they travel far from the source. Jade is addictive; they need to keep it close. Separate a miner from the stone and he'll sicken. All that strength and resilience is only borrowed, not possessed."
Here, Daniel Fox provides a rational for the Jade to belong to the emperor and only the emperor. It also serves to explain why the Emperors of the past lived so long and sired so few children. The Jade is actually a true power source for them giving them long life, strength, endurance and other physical traits like fast healing, and dense bones. For others to partake of the Emperor's gifts? A death sentence but those who mine it do so inadvertently so they have to stay there.
In Dreadstar, there was a mineral that had no practical purpose. But it was mined in vast quantities. Dreadstar himself tried to figure out its purpose but while he never did, it was revealed to the reader's that it was a substance that The Twelve Gods required for their own strength.
Feng Shui where controlling the lines provides in game benefits, then the GM must be prepared for the players to try and game the system.
"She was a fish girl from a fishing village, though she had to pinch herself to remind herself of it sometimes."
In terms of origin, the humble origin is often used for the dreaded farm boy who turns out to be a noble's son or a god's son or something of that nature. Other times he's just a farm boy but by his own deeds and by the chance encounters he has, rises into something greater than his point of origin. Some players prefer the characters start off as a relatively blank slate and engage the world through play. Don't enfold them in their own history if they do so. Allow their character choices dictate where the game for them goes.
"But I want," he said, "I want," and for the first time there was a note of hesitation in his voice, a hint of self-doubt that he shrugged aside physically, a little shift of the shoulders, "I want that dragon revealed, and no other man could see her the way that you do, Guangli."
Dungeons and Dragons has rarely made the focus of the game its skill system. Indeed, I recall the first edition of the game had a chart you could roll on in the Dungeon Master's Guide, that would tell you your skills. Not what you could do with them, how much you could earn with them, etc... 4th edition tries to follow that idea in spirit but with the skill challenge system seems a little weighted down to actually do so with that light touch.
But if a character is to be more than just game mechanics, are they ways in which the things a character might do and enjoy can be part of the game? Are their works of art or other fields of skill, that a player can have his character bring to the game that will have meaning? In the Sword of Truth, the main character creates a massive set of statues that inspire rebellion in the people when they are broken down. Are there works that the players can create to do something similar?
"If Suo Lung should want to take Han with him when he leave the ship, we must forestall him if we can, slip away by ourselves. If not - well, I have a poison..."
People may have different sides to them then they first show. The person speaking here is a dedicated doctor who has saved dozens, if not hundreds of lives in a war torn setting. But he's also a practical man and knows that sometimes hard and harsh decisions have to be made. As the GM, most of the characters you'll run will probably be faceless minions or bold monsters. Rare will be the talking part. When you have it, and it is a recurring one, don't be afraid to make the characters more than just bit actors.
"You two, you're not even breathing hard! You go on, you,"
There's an old joke that goes, I don't have to be faster than the bear, I just have to be faster than you. If they players are ever forced to go on the lamb, as the GM you need to take advantage of that opportunity to dish out some real damage. Now I know that sounds strange as I'm often of the mind that you should give the players room to explore, to utilize background details, to provide depth to the world, but when the fight comes and they lose and they try to flee, unless the enemy has a very compelling reason NOT to, the players should be on the run.
And that means taking advantage of any slow movers there. Will the players stick together and risk another thrashing? Will the slower moving races get left behind? Will those who can use magic, such as fly, take to the skies, and if so, does that make them more of a solitary target or a free ride out of danger?
"And tried to kill Yu Shan, on the instant, without warning. It might have been shocking, to anyone not raised in the mountains. here it was common practice, clan manners."
No matter how superior one assumes their native culture is, that assumption that every other culture shares the same ideas and ideals and standards can prove quite fatal. In some instances, the mere act of trespass, regardless of intention, is enough to sign a death warrant. The mere act of being different, is enough to signal a release of the hounds. The settings that most fantasy games take place in, is often a dark and dangerous time where the illumination of kindness and courtesy, despite the widespread religions and the various good they espouse, often fail to meet with reality's demands. Players should not feel safe on the roads. They should not feel safe with strangers. They should not feel that the world looks upon them as they may look upon the world.
Walk softly and carry a big stick didn't become a common saying because no one was doing it or that it was a bad piece of advice.
Dragon in Chains provides a setting in turmoil that provides a lot of characters and situations that are immediately applicable to most fantasy role playing games. The Jade themes and other bits make it a nice addition to any gamer's library looking for some more Oriental Adventure style in his campaign.
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