Showing posts with label Politics. Show all posts
Showing posts with label Politics. Show all posts

Thursday, September 27, 2012

Beyond The High Road by Troy Denning


Because I have several Half-Price Bookstores within driving distance, I’m rarely at a loss for reading material. Time on the other hand… but reading material? Inexpensive reading material? The Half Price store on Touhy has a nice dollar spinner rack and I buy a book or ten from it every now and again. It’s one of the reasons I have a hard time paying some of the prices that Kindle books are marked at when not on the Daily Deal or the monthly deal.

In this case, Troy Denning brings us Beyond the High Road, a Forgotten Realms novel set in the Forest Kingdom known as Cormyr. This is one of those that I believe is set firmly during the 3rd edition era and while it has a lot of bells and whistles and some efforts at political materials, is really a good quick popcorn read. I finished it in a few hours and enjoyed it for what it was.

When I look over at Amazon, it is available as a Kindle Book , http://www.amazon.com/Beyond-High-Road-Cormyr-ebook/dp/B0060B6GRY/ref=sr_1_2?ie=UTF8&qid=1348787446&sr=8-2&keywords=beyond+the+high+roadfor a little over $5 bones. Not a bad price but I’m more happy with the $1 paid from the ole rack.

The novel does bring up a few interesting threads that can be fun when throwing them into a campaign.

1.       The Old Evil. Yeah, overplayed extremely but if it’s a well known old evil, that usually works out better in my opinion that some whack job monster that is some ancient evil that no one has heard of or bothered with before. In those cases I wish the author would just go to a “NEW” thing. “Yes, I have brought about never before seen enemies and powers to deal with you. Forget Orcus. You’re my bitch now.” Or something along those lines.

2.       Politics. While the book is certainly no Game Of Thrones, Troy does bring in the problems of having a Royal Church, one approved by the royal family, when the setting is home not to one faith, but home to many deities, some of which have actually walked in the country before. It adds a nice touch when the idea of having a royal church is first introduced and then the feedback, both from other religious organizations wondering when they can get their official royal church and from organizations already well established that quickly seek to hold onto their current power by shutting out any competition.

3.       Old Friends: While Cat and her man Grigori aren’t the main stars or even really anything other than a cameo here, it’s always nice to see a character well known in another series in the same setting make a pop up here and there without taking over the story. If you have some NPCs that the party knows are in the area, don’t go out of your way to hide or not-use them but make it clear that those individuals are not there for the story, just there to keep the continuity of the setting alive.

4.       Magic Items. If you’re playing in a high magic game, use it. There are several individuals here who use the Cormyr armory to armor themselves in magic. It makes sense in the context of the story because the Forgotten Realms is a high magic setting and the Forest Kingdom is known for its war wizards.

5.       Slap Magic Down. On the other hand, when magic becomes too easy, there are often things in the game that are designed to get around those limitations. Sometimes it’s a well placed Dispel Magic spell or an Anti-Magic Shell or a monster with immunities to various common spells or a monster that has a high magical resistance or a mirror like ability to reflect attacks. In this instance, the monsters can absorb magic. It’s a good trick that doesn’t make them exactly completely immune and doesn’t take place instantly but does bring up the limits of magic.

6.       Magic Commonality: One of the problems with magic follows the old saying if all you have is a hammer, all of your problems become nails. In this instance, the head war wizard finds himself, while not helpless, at least far less able then he should be given the resources at his disposal. In a society where magic has replaced technology, imagine what happens when it fails. It’s a similar theme we see in modern takes when electricity or physics fail and man is forced to a more primitive life style. Whatever is making you too comfortable then becomes a crutch you must endure all to save.

7.       It’s a Dangerous World Out There. One of the things that draws the characters out, is blighted farms. Initially its thought that the orcs, often a dark and cave dwelling race, have brought some type of fungus based blight to the lands they raid due to the various locals they inhabit. In other venues, the characters come under attack by goblins. Most Dungeons and Dragons settings are not for the faint of heart and a good reminder of that every now and again with ‘random violence!’ is a good way to remind the characters.

Troy Denning made Beyond the High Road a quick read and while the Royal Family does come across as a bit spoiled and out of their element in a market where A Game of Thrones and other novels try to emulate a deeper and richer complexity, the magic and relationships of the characters in the book to each other make it 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.