Thursday, April 25, 2019

Steal This Idea: Run The Olympics

We’ve all had nights where we the plot has cooled and you’re looking for something to stretch time or give XP until the party is ready to fight the Next Boss or Dungeon. 

Or maybe you’re flying by the seat of your pants and you don’t know where to go next. They’re coming over in two or three hours and you gotta brainstorm up something quick!

So steal this Idea: Run The Olympics.

At its core the premise is simple, some skill or ability challenges that more physical characters (like fighters and barbarians) should excel at, with the odd bout presented as combat (like wrestling). I’m sure thieves and rogues will also appreciate archery, as well as discuss toss or another sport that could be more dexterity based. 

You could also run like, a magical variant, with chess or such. Or stranger still, magical sports with rules the equivalent of cricket mixed with curling that involves algebra. 

It’s also an apt opportunity to add some intrigue to your game. The party has to kidnap a famed reclusive mobster, but they’re only available in the crowded coliseum, during the height of the track event. One of the players is participating, and another nation accuses them of cheating. Who planted the paraphernalia or magical item in their locker? Better yet, does the party keep the item? 

Winning a medal is always nice, and characters can wear it for like, a +2 bonus to social clout with fans of that sport, or maybe intimidation (if it’s wrestling or javelin toss, maybe shot put, boxing). 

What happens when a manticore or chimera lands during the pole-vault? What happens when said malicious creature doesn’t want to feast upon the crowd, but just watch the games for entertainment? What happens when a contingent from the Undead Army of The Doom Wastes shows up, and demands the right to participate as sovereign citizens of their fallen Empire Beneath the Sands? Why are doppelgängers replacing top athletes? Is lycanthropy cheating? 

You could take this a step further and do the gladiator thing, twist of Spartacus. A whole dungeon could be made for the entertainment of some wealthy extra-planar entity, the demons watching two teams of adventurers race rat-like through symmetrical dungeon labyrinths with challenges and adventures. Those who win, live and keep the treasures they’ve earned. Those who lose... well, the monsters in the maze have to come from somewhere, right?

Friday, April 19, 2019

Languages Part Two

My friend Oliver at Graven Utterance was kind enough to give me a call back on their blog as well as shed some Linguistic Wisdom on me. If you haven’t yet, I really do recommend visiting their website and reading it, as both their depth and breadth of knowledge exceeds mine. I was especially happy with their much more positive outlooks on Common as a trade-language and lasting stamp of multicultural unity and strength. 

The following is a list of languages I started writing even before my last post, and is by no means complete. I’ve broken my own rules here (note that I have elf languages, yuck), but also some fun ones, including one contagious one. You can probably tell I googled “magic languages” at least once while working on these. I may revisit some later, as I’m operating on very little sleep currently.

Fantastic Languages:

Oneiric: Which is the language used in dreams. Anyone asleep speaks oneiric, so long as they are asleep and dreaming. It is also the language of the Fey.

Spore: Language that Myconids naturally speak. People can learn Spore via contracting it as “psychic lichenification” of the skin. If someone takes over 20 damage from fire, or receives “Cure Disease”, they forget how to speak Spore until it is recontracted.

Gorgonite: The common language of monsters, a kind of Lingua-Franca that grew to include terms useful for defending against intrepid explorers and adventurers. Most non-extraplanar monsters (and a few crafty adventurers) speak some Gorgonite.

Thieves’ Cant: An odd mix of slang, codified phrases, and a smattering of Dungeon Hobo only recognized by those who frequently find themselves either on the wrong side of the law or the right place at the right time. 

High-Lyric: language of the oldest elves, largely considered a dead language except in elven spell-casting, or major religious holidays. Shares some phonetic similarities with Oneiric, but elves don’t sleep, so how would they know?

New-Lyric: Modern, in-vogue constructed language of the younger elves. Has a frustrating focus on politeness, cleanliness, beauty, and euphemisms and metaphors to keep it that way. 

Thrush: Language of the Birds, occasionally known but never spoken aloud by witches and sorcerers, for to do so is a sin against the Queen of Aeries and the Hawklord, thus making you an enemy of all birds forever.

Zaumlang: Written language used to transcribe the six-tongue sounds wizards must make in order to cast their spells. It is a necessity to read or write state-sanctioned magic.  

Far-flung: Language of Eldritch things and alien abominations from beyond the stars. May be several languages, or psychically enhanced.

Lethe: Language of the tormented dead. Ghosts and other miserably damned forget their old languages and only speak Lethe.

Ephemeral Dictum: The language used to speak with spirits, especially familiars. Has no written form.

Regional Languages:

Aurelian: Language predominantly spoken within the kingdom of Aurelia. As Aurelia was founded relatively recently, the language is still referred to as “Yswil” sometimes. Guaranteed to be one language amongst players in my homebrew world. 

Gotherese: Language used within the broken Empire of Gotheria, especially among those loyal to or old-soldiers of their exiled Empress. A common belief is that she will live so long as it is spoken. 

Vellish: Language used by the people of Vell, a pidgin language consisting of Old Vell, Dorgen (Which was consumed by Vellish), and Vaeresian. Has a costal dialect that abandons the Old Vellish grammar in favor of Dorgenian.

Rusal: Language of the northern Rusalkin, common among cold-water sailors and explorers. Rumored to have been magically stolen somehow from other beings.

Vaeresian: Language common among the Vaerese Penninsula, written in top to bottom, left to right.  

Yurthic: Language common among taiga dairy farmers and steppe nations, has no unified written form, but a strong oral tradition. The introduction of the printing press has seen several communities adopt other alphabets or invent their own.

Reggrimi: Language family of the Reggrim Forest dwellers consisting of a familial language, a language for use in public, and one for hunting.

Saturday, April 13, 2019

Pavism: The Religion of Roads


“It came to pass” was the first phrase uttered by Darius Unmuted. He said this at a cart with a broken wheel as the remnants of his town moved from their ruined hovels towards their neighbors.

He stopped, and fixed the wagon.

That night he slept under the stars for the first time, and attained true wisdom. The next morning he sold his belongings, and bought a shovel, and began to work.

Six hundred years later, and Pavism is now a major religion, one with adherents throughout working professions, that is especially popular with the mercantile class.

In no small part to Darius Unmuted’s teachings and the nature of the faith itself, Pavism is common throughout the world and is generally welcomed by authority groups and governments. And who wouldn’t: an entire faith and lifestyle dedicated to roads and travelers?

Although the tenets of their faith remain the same, within Pavism there are two major sects: Laborists and Wanderists. The predominate difference being how they interpret Darius’s teachings, and the individual actions they undertake to live out the nature of the religion.

Laborists are the oldest sect, and live the tenet of “Existence is Work” directly, giving the faith it’s name. Where they go, roads are built, paths are carved, and the way is paved. At least physically if not spiritually. It is here that the heart of the faith can still be found, and wisdom gleaned from the creeping camps’ priests as they speak in koans of sweat and moil.

Wanderists take a much different approach, instead prioritizing the tenet “Connection is about the Path, not The Destination.” Like their Laborist brethren, they too are perpetual nomads, but at a much more accelerated rate. Not all Wanderists are militant, but many do become guardians of those who travel with them, monks on a perpetual pilgrimage to The Horizon, or knights forever errant. Others become roving hostels and inns, setting up camp and leaving spare beds for those in need every few days.

Pavism’s core tenets are simple, but with open room to interpretation, which has led to the divide between its sects.

  • Existence is to Work.
  • We Work to find Connection
  • Connection can be but a Moment, or a Lifetime
  • Connection is about The Path, not the Destination
  • Where you go, Work towards Connection

Pavists insist that practice of daily manual labor, travel, mindfulness, and connection with different peoples and cultures can and will eventually free all peoples of suffering, but Work will always remain, as we are designed for such.


* * *

So, this post was inspired by a few things in particular. Number one being a dream I had, and the second most pertinent being that in most fantasy worlds, the “traveler” religion is invariably a cut-paste-rename of Odin the wanderer, and I didn’t want that. Hence instead we have blue-collar zen-construction workers-errant who are obsessed with roads.I'm also just generally keen on the idea of my fantasy world having religions that are fantastic themselves to what we know: de-centralized religions, or religions without gods, or ones who's gods currently walk the earth for whatever reason. It's not perfect, nor is it fully fleshed out, but it'll work for now.

Work has had me slammed the past week or so, but I'll be back to writing regularly this week.

Tuesday, March 26, 2019

Chthonic Entity: The Sea

The Sea replaces any aquatic nature gods in your world, because it is the ur-concept, the living embodiment of itself, because it is itself. 

It would be foolish to think of it as anything else, but men do. 

Some think of her as a treasure-keeper, a goddess of horizons because she alone can touch the distant sky, and she alone binds the earthen parts of the world, her flexible strength mightier than that of stone. Always with the promise of something new, something unseen, something unknown. Something precious, something dear. Promises, promises. But nothing is free.

Some think of her as a sister to the moon, their cycles of rising and falling, ebb and flow not synchronistic, but so very close, how could they be anything but related? Would that the Queen of Night step forth from her home, certainly her silver-lined hem would be made of sea-foam, whitecaps spun with starlight to gossamer fringes that sing of summer nights on the open sea, the heavens above revealed in all their glory while her glass-still reflection drinks deep of the sky like a mirror. And how she comes alive when the sun rises and sets, her own attire changing to match the tropical wine glows and gilded rays that burn like god-gold from the heavens. Certainly her beauty is incomparable to anyone else’s, and some chase that, fear spotting their eyes with tears as joy and peace takes their soul in a manner no human dress could.

Maybe the most apt comparison is to a bride, which is why sailors use female pronouns to describe her, and say that they are “married to The Sea”. Certainly, it would give credence to their belief, however wrong or right, that women are bad luck underway. Those forever tied to the sea would say that she is a jealous lover, and that any attention shown elsewhere in her presence would draw her ire. That thing they do fear, and speak of in hushed tones. 

They’ve seen her split a mast with a thunderbolt, and splinter a hull with a curl of her saltwater hands as effortlessly as a maid wringing a rag free of the dirt that plagues it. They’ve seen her mood change with a breeze, some little slight provoking her wrath, and prayed forgiveness and mercy from her horrors, only to return to her after the briefest stays ashore. They’ve seen the faces in slate-grey waters of freezing liquid iron, pale and ghastly staring back at them. Because what The Sea takes, she keeps. 

Those that sink below are not given the respite of paradise, nor are they doled out their just-desserts in the underworld, nor sent to moil in some purgatorial limbo. Theirs is a fate far worse than death, for they join the ranks of that morbid locker they call The Deep. For what purpose could she call them there? Why keep them at all? Sailors ask not, and wonder not, lest they go mad. 

Only fools would try to steal from such a thing as powerful, or as fickle. 

But some they say have. Or perhaps, more accurately, she has allowed. A young man weeps at the docks as his lover departs, his tears pure and meeting the sea. He will always return to him, even beyond the Veil. A young woman picks up a shell on the shore, an early dowry for her sailor son. A warrior rinses blood from his hands by the tiller, and the goddess below him drinks it like wine. He will never be defeated on board a ship, so long as he pays tribute. An old captain knows the waters around the rocks with preternatural grace, and years from now when his heart stops he will fall into the arms of his beloved one last time. They dressed in mens’ clothes to work the rigging, and fell in love with one another again under strange stars. Their love will leave a wake of blood and bodies overboard as they chase the gold promised on the map, never knowing who blessed them with it. 

There is no formal church to The Sea. No ritual worship. There are only sailors, and land-lovers. Those who have seen her beauty, danced on the waves, or tasted her sea-spray kiss and yearned for more. This is because The Sea is The Sea, and it is itself.

It has always been, and always will be.

Monday, March 25, 2019

Keeping Monsters Fresh

A topic I keep seeing brought up in some social media groups is one along the lines of letting players have access to the books filled with monsters, or dealing with players who know monster abilities/quirks and if their characters acting on this is meta-gaming. 

Most people playing Fantasy RPGs, especially the oldest game, know how monsters work (by the book anyways). Even if we aren’t familiar with the numbers, most players are keen enough on Hollywood creature features to know how to take down vampires and werewolves. If our characters encounter a troll, whether we want to or not, players start looking for acid or fire to combat the regeneration that trolls typically have. Whether our characters know this weakness or not is another matter entirely.

This meta-knowledge touches on a key aspect of older games and home-brew games that other games won’t or don’t have: monsters as puzzles, and a particular sense of discovery. 

There are basically two ways to handle this. The first is to let the players use their meta-knowledge in combat. The second would be to alter monsters in a way that feels natural, but don’t tell the players, letting them figure it out as they fight. I would suggest in either case maybe taking a nod from the GUMSHOE system in that, different characters should decipher different traits about different monsters, based off of class or background. A magical spy should know about doppelgängers, and an ice-age warrior know about dire wombats. A warrior-priest of The Warding Eye should recognize a basilisk’s dread gaze, and a ex-cultist thief a rudimentary understanding of altar-ghosts’ dirge chants.

The trick here is, in the latter case, to give them clues without revealing the solution. It also serves as an additional “what if” players must consider before engaging in combat. What if this mega-marsupial is not 100% like the book says? What if the DM has altered it?  What if it’s pouch is a bag of holding, filled with smaller, angrier wombats? 

Monsters once familiar lose some of their fright. It is why some of us research the things we’re scared of. Because if we understand it, we become less afraid. We learn that, should we encounter cube shaped poop in the outback, we are within the territories of our nightmares. 

What’s more, for a game with a sense of exploration and discovery, knowing all the details of the creatures there-in removes their alien aspect, especially for those which are meant to seem completely foreign, like aberrations. That, I feel, takes away a lot of the “aha!” element of being the first to set foot in uncharted territory, or defeat an as-yet-unknown megafauna. Which is what fantastic adventure gaming is about: the weird we haven’t seen yet, and the familiar cast through a scrambling lens. 

So, how do we change monsters to make them different than what the book states, while keeping them familiar? A fresh remix, or a well-done cover song? 

The first way to do so is to steal directly or indirectly from other monsters, adding powers or body parts. An example would be, that in my home-brew world, dragons must be permanently killed in a ritualized occult manner, such as vampires being beheaded or having nails driven into them. It isn’t the exact same as the parent creatures, sunlight and holy water will provide no benefit, but it is terrible when they return years later full of fire and thirsting for their missing gold. When skeletons start having multiple heads and arms, none of which look grafted, we start asking ourselves as GMs and players “what did this belong to? How did something else defeat it initially?”

The second way would be to fixate on one aspect of the monster and add new abilities that make sense. A gorgon can freeze adventurers to stone, but what if we changed them to an ice-themed villain, making them like Sub-Zero, but also a great crystalline yak instead of a metallic bull. Or another example is that Beholders in my setting are literal Eye-Tyrants: if you see them, they see you. Across planes and planets, as they have given a command as the Kings of Eyes. Then we could even completely invert the powers of the monster: instead of an ooze that is a sentient blob of acid, it’s instead a sentient blob of sovereign glue, probably with a clingy ex-boyfriend personality and separation anxiety. Instead of taking your character apart molecule by molecule, perhaps it’s bonding them quite permanently to whatever else it was touching. 

I’m sure there are other ways and thought processes for refreshing monsters to jaded players, or adding new facets to them to keep them interesting. This is, of course, dancing around but not acting directly with just making your own creatures, then populating your world or dungeon with such. Why not? Because I am lazy sometimes, if not most of the time. Sometimes it’s ok to just go buck wild and make up something new or slap-together a critter or two, see how it works. But also sometimes it’s good to use what’s already been written, just tweaking or re-skinning it as appropriate, and trying to make an old story new. Especially when it’s man versus beast. 



Friday, March 22, 2019

Languages Are Also Complex

So, before I begin effectively putting my foot in my mouth, I should point out that I know at least one blogger, Graven Utterance, has a background involving linguistics. I barely have a high-school education. So I’ll defer to their wisdom when it comes to this subject. I’ve also not spoken to them at all about this idea.

When it comes to RPGs, languages are a large point of contention for me. It seems like, at least in modern interpretations of the oldest game, Race=Language, plus “Common” which is what everybody is speaking at the table. Also, everybody chooses to speak elvish and no monsters speak that. That’s anecdotal, I know.

But like... that isn’t how languages work in real life. And a lot of you may be groaning at that last sentence, especially as Gygax himself wrote that the game isn’t about simulating the real world in the AD&D Dungeon Master’s Guide. And sure, if you don’t want to ground your world in this level of realism, that’s ok. Nobody asks how Rocket Raccoon and Drax both talk to Starlord. You can effectively hand-wave that and still tell a good tale and have a good game. Hell, mere paragraphs before advocating that the game isn’t simulationist, Gygax basically says (paraphrased) “If it isn’t fun, get rid of the rule.”

Either breezing through or coming to a complete impasse is never fun. And making choices that have no impact is also not fun, which languages feel like. One of the tenets of Old-School dungeon design is “Maximize Impactful Decisions”, meaning that player choices matter, and I think languages are a fine place to re-vamp that. In my case, I’m making them both a little more realistic, and also, a little more... Weird.

First and foremost, “Common” is replaced by regional languages. The Swiss speak French and German, Canada speaks French and English, and Japan speaks Japanese, but Osaka has a regional dialect. Some nomadic peoples of Mongolia share some mutual intelligibility with Yupik and Inuit. My own language, English, is a horrifying Frankenstein of whatever it can get it’s hands on (“My bon-vivant friend gifted me a katana for Saturnalia last Thursday. YOLO.”). And this is just referencing speaking a language, let alone writing.

A halfling that grows up amongst a Dwarven mining camp that trades with local frog-men isn’t likely to use much Halfling-Language. A human that moves to a smoke-choked inner-city of automata is gonna know how to Beep-Boop her way to an Electrolyte Beverage at a Robo-Bar. Coastal Raiders will speak a different tongue than Kingdom sanctioned wizards.

This gets more interesting as you start thinking of other factors in your world: magic, monsters, and the influences they will have in language as a whole: Dragons have a language, but you don’t have a three-foot long face and a forked tongue combined with recycle breathing and sub-harmonic vocalizations to replicate the sounds. Your embouchure is off just a bit.

Or maybe they’re all psychic and communicate via telepathy. Maybe that’s why wolves hunt in packs the way they do, striking as one unit. Or maybe the owls and the ravens tell them where to strike, obeying ancient pacts and fulfilling promises your ears cannot hear. Maybe they can talk back, maybe they can’t.

How do elves, which live five-hundred-plus years deal with a language that changes as time goes on? With slang? My grandparents still call things “Neato!” instead of “cool” and people in the Ninties used the word “groovy” unironically for a while. I had to explain to someone what “Yeet” was the other day. Now extrapolate that by one-hundred times. It’s right poppycock I tell you! See how that last sentence sounded? 

So secondly, racial languages are out, unless there’s a decent reason, physically, culturally, magically, or otherwise. And if culture is a good reason to keep languages, then that means ones like Thieves’ Cant and Druidic are still in, as the language is part of the culture and thus likely evolves with it. I’m sure there are regional dialects in each (to say the least of parent languages for each of those), but I’m not stressing those right now. It could even just be something that a particular character notices. “He tries to mimic southern dockhand in his Cant, but he just can’t shake those Capital city terms for coded honorifics.” Something like that.

So what now? How do languages work? Well, you make up a bunch (I’m working on a few), and your players get to choose one for free (to replace “Common”) and then handle them in accordance with your version of the game, meaning let them choose more or have them make a check for it, or base it off of their Intelligence stat, or however.

Does this mean you could get a party where nobody speaks the same languages? Absolutely. Or even one party member that’s a little in the dark. Then again, that same player could feel completely left in the cold. I think that, unless the player wants that challenge, that it’s something to avoid. A best case scenario like that is a Rocket and Groot, where a player's character is translated for by a friend (with ample opportunity for bluff checks on either side). Or a “13th Warrior” scenario where they learn one language frequently spoken. The GM could also just “assign” a language to the party in place of Common, but keep it from being a ubiquitous language across the globe. That may help replicate the feel of travel in foreign cities, and gives a good excuse to pay a translator hireling. In any case, I think it’s important to have this discussed at the zero session among the players and the referee, as that will prevent any wild hiccups.

Faiths Are Complex

So, I was asked by a friend to write about Religion in RPGs. My main issue is that, most religions in major Fantasy Table Top RPGs seem to fall into this... broad pantheist pantheon similar to Greek and Norse gods. And it always seems everyone believes in all of these gods and just chooses their favorite, or whichever is in charge of their species.

It’s kind of a punch in my verisimilitude. Religion doesn’t work that way in real life. My friends who are pagan don’t believe in the same God as my Christian friends, and then some of my Christian friends believe that their God is the same as Muslims’ and others don’t. My Buddhist friends eat meat, and my agnostic friends don’t eat pork. Religion and being religious is complicated and varied. 

I know what some of you are thinking, “That’s way too hard and complicated, I can cut/copy/paste a pantheist pantheon and call it a day.” Sure. No need to stress yourself if this is a subject you’re eight-hundred percent sure won’t be a major factor. But for me having  “Human Religions”, “Elf Religions”, and “Orc Religions” feels about as weird as having race-specific languages (which I’ll write on later). 

People talk, and faiths proselytize. A relative dies and we’re left asking “what now?”. A friend has a near death experience in battle and says “where will I go?”. Someone breaks their dogma in the name of love and asks “did I really believe?”. Someone loses an argument. Someone realizes that their doctrine hurts others. Someone sees a miracle. 

This is vastly more complicated by the fact that, in Fantasy RPGs divine intervention is a very real thing, and the forces of both Good and Evil with capital letters is readily apparent in their divine and infernal agents. You cannot say “Your God is a false-god, Ben-hur!” when Ben-hur’s God literally steps down to punch you in the mouth. 

And then the scene is further complicated by the fact that gods are monsters, and not just posited by the excellent “Revelations of the Mononoke Hime” by Mastered by Marquis. The original game itself encourages such by giving them stat-blocks, a trait belonging to characters and monsters. Modern incarnations give them more vague statistical information, but it is still there. And it isn’t like people fighting with God or gods isn’t a story we don’t tell: The Odyssey and Evangelion both tell that kind of story in very different ways. 

For my home-brew world, I want a variance of religions and religious beliefs. I’m not gonna worry about how the Monothiest god of religion A interacts with the Pantheon of Coastal Region B. Not yet anyways. But I am gonna come up with 5 or so religions for my world, and see what sticks.