Showing posts with label role-playing games. Show all posts
Showing posts with label role-playing games. Show all posts

Wednesday, December 8, 2010

Philosophy of Glorantha

There is a dearth of information on the Net about RuneQuest and Glorantha. I don't really know why. It's truly intriguing stuff. The best I've found is Mythopoeia. The most interesting is a discussion on Tolkien, Howard, Moorcock and Glorantha.

Consider Tolkien. Middle Earth is a world which has an absolute truth. Eru created the world, and those who live in accordance with the “mind of Eru” are good while those who go against it are bad. Goodness, truth, and righteousness are the rewards of those who side with Eru and the Valar. Those who defy Eru, from Melkor and Sauron right down to the Easterlings, fall into error and ultimately suffer. This is the kind of absolutism offered by Christianity, which is not surprising considering Tolkien's own devout Catholicism.
On the other hand, we have Howard. Howard's Hyborian Age has no absolutes, no good, no truth, and no real evil (its demons may be alien and inhuman, but don't qualify as evil the way Melkor does, because there is no absolute good to be the opposite of). The Hyborian Age is an almost Nietzschean paradigm where strength is the only real virtue.
Michael Moorcock offers a very different paradigm. His work seems to say that any absolute—in his case absolute Law or absolute Chaos—is intrinsically unbearable and that the only wholesome route lies through balance.
With this in mind, let's consider Glorantha. If Middle Earth embraces a single truth, Hyboria mocks truth, and Moorcock's Million Spheres seek a balance between truths, Glorantha says to us that truth is in the eye of the beholder. Truth exists, and can be obtained, but it is a cultural and—to an extent—personal truth not valid for everyone. Truth is a local, rather than a universal, phenomenon. For example, most cultures in Glorantha agree that there was a time when the sun disappeared from the sky. The Orlanthi say that the sun was a tyrannical emperor, and that mighty Orlanth slew him to liberate the cosmos. However, the sun-worshiping Dara Happans say Orlanth merely slew the solar emperor's son(the divine sun himself was far too great to slay), and that the solar emperor died of grief. Now, in any other world, we might just say that these too cultures have different beliefs and leave it at that. But in Glorantha, an objective third party—like, say, a God Learner—could go to Dara Happa, leave the mortal plane, and personally witness Orlanth slaying the solar emperor's son. The same God Learner could then go to an Orlanthi holy site, enter the Hero Plane, and personally witness Orlanth slaying the tyrannical solar emperor himself. In fact, he could get powers from participating in two contradictory myths!
Because of this, Glorantha embraces a pluralism unprecedented in other fantasy settings. Tolkien is culturally pluralistic, but his world operates around a single truth. Hyboria is also culturally pluralistic, but truth is ambiguous at best. And Moorcock may have a Million Spheres, but all are governed by the same struggle. Even Dungeons & Dragons, with its “everything but the kitchen sink” approach to setting design, still has the cosmic absolutes of law, chaos, good, and evil (lawful good is lawful good, from world to world and setting to setting). Glorantha is wholly relativistic.
This pluralism is not the result of a modern, politically correct, “accept all faiths” viewpoint, but rather indicative of the pagan attitude, which is wholly consistent with the mythic, bronze-age world Glorantha portrays. When we examine the religious attitudes of ancient Mediterranean and Near Eastern cultures, for example, we find that they are perfectly aware of foreign gods, and accept their existence, but view their own deities as being more central to their lives. A clear example can be found in the Ten Commandments of Hebrew scriptures, where Yahweh tells his people “I am your God, and you shall have no other gods before me.” Note he does not say, “I am the only true God, and all other gods are false.” This attitude did not appear until late antiquity, a period which falls long after Glorantha's scope (except, perhaps, where the Malkioni God-Learners are concerned).
Even though I agree that Gloranth attempts to portray a pre-modern world, I wonder how much of a benefit post-modernism was. Post-modernism was in its ascendancy in 1966 - when Glorantha was started. Tolkien didn't have access to those ideas when he was developing Middle Earth. The best he would have had access to were the ideas of Marx and Marxism. Although the former of those, Marx, is superior to post-modernism, Tolkien obviously never got that far, as it would have been awash with Marxism (something even worse than post-modernism.)

It's interesting that besides Glorantha, I know of no other game-world that embraces plurality. Most are modernist (Forgotten Realms, Dragonlance, Greyhawk, Traveller universe, WoW, Midnight, etc.) You really have to go to literature before you start to get anything interesting (Le Guin, Leiber and the ones mentioned above).

Friday, December 3, 2010

It would have been good to know...

I recently found the text below in the RuneQuest II Forum. I'd have liked to have come across it much earlier.
I would recommend that anyone playing in Glorantha read either HeroQuest Voices or the 2nd Age Equivalent material in the Mongoose Books. That you only concern yourself with a few cults at a time. Keep non-humans as the weird and mystical, keep foreign powers the same where you can. Remember that if you take a small area that you can develop your own campaign around and then develop it your own way, rather than trying to tackle a huge amount of detail. If you want to create your own material, but use the Gloranthan material their are lots of little places where this can be done.

Some suggested places to start...

A small Orlanthi clan - It doesn't matter really if this is in Ralios or Kethaela, just create a small village or similar at its heart, some local woods inhabitted perhaps by local spirits, perhaps some elves or even a dragonewt. Then you need a few local hills, perhaps with the odd caves that are taboo, perhaps because they hold monsters or are of a religious nature. This is Glorantha so there should be at least one weird location from a forgotten era, a collossal face in the wilderness, a strange henge or monument or an bizarre ruin.

The inhabitants of this area need to be pencilled out, work out who the chieftain is, his wife, his champion, the local healer, a shaman or priest and perhaps two more local characters (a bully, love intrest or mysterious stranger).

Cults, keep it simple, Have most men worship Orlanth, most women worship Ernalda, then have the Champion worship Humakt, there will be most likely one follower of Lhankor Mhy, Chalana Arroy, Odayla or even Vinga. If you are doing a Draconised clan then you need to use Orlanth the Dragon and Ernalda the Scale. You now need at least one source of conflict, a nearby clan, a troll tribe, nearby foreigners (Coastal Pirates, Praxian Nomads, or a small group of God Learners, is a good source). You will need to know a few protagonist from that enemy, their leader etc. You only need to know a little about this enemy to start with.

If you are playing a Dara Happan game, then instead of a Village you could look at setting the game in a small section of a city, familiarise yourself with the head of the household or Association, your family priest, the local merchants and perhaps a couple of NPC's in the association guard. Keep the cults simple, choose one or two. The opposition in the game comes not from monsters but from opposing Associations. If you want to play a bigger plot then bring in the Golden Dragon Emperor and the EWF cronies. Alternatively why not create your own small town, there are plenty of sources on the net, from maps to building plans (Look a Babylonian, Assyrian sites for inspiration). You can then make the oppositions barbarian raiders, river pirates, foreigner polluting your purity).

If you are playing a game with a nomadic culture, it is not the location that is important, but the journey that is being undertaken. Think about a route and detail a number of encounters along it. You need to know who the chieftain or khan is, who the healers, warriors and potential wives are. Most nomad cultures are shamanic, so encounters do not just have to be of the physical kind, clan members could be possessed by hostile ancestors or spirit animals could be encountered. Again focus on a couple of primary great spirits. Enemies should be traditional ones for Praxians it could be Chaos, Pentans or other Praxian tribes. For Pentans it will be Praxians, Trolls and Foreigners from the east or west. For Agimori it could be God Learners, Fonritan Slavers or monsters. You also have to remember that the weather and elements will play a big part in these stories.

For the God Learners and Empire of the Wyrms Friends it is probably easiest to think about a cell or small group. The God Learners will be seeking to explore the world, perhaps upon a ship. Their scenarios could be a lot more about exploring the world, in some respects you only need to understand the God Learner perspective to do this, they will see each culture in this manner, as resources to be taken, entities to be categorised or people to be conquered, whilst protecting their own interests.

The EWF will be similar, they are seeking draconic connections in the world, to spread the word. Both groups are essentially being sent on Missions in this case, for the better good of the Empire. Thier enemies are each other, and those that oppose their progression, but most of all it is their internal conflicts that will bave the greatest impact on most games. Create several 'Bosses' above the players and some contacts.


- Simon Bray

Even more Glorantha

The cult of Orlanth the Dragon is a male-only cult because Orlanth was the first to split his tongue and so taught all others to do so.
The above is one of my favourite lines from the Cults of Glorantha. It reminds me of the Bible. Almost all of the Bible follows this syntax; "[premise] because [utter nonsense]". If someone were to say such a thing in the real world, I would think "befuddler" or "liar". In Gloranth, it's a sentence paragraph that requires no further explanation. All I think is HeroQuest!

Orlanth was the first to split his tongue, literally, and in doing so he allowed all others that followed him to mystically incise their own. The HeroQuest would involve divining the knife that Orlanth used (a la the Grail from The Last Crusade) as well as following closely to the ritual Orlanth followed in being the first non-dragon to speak Auld Wyrmish.
Auld Wyrmish
This is the language of the Dragonewts and the Empire of the Wyrms’ Friends. Humans who speak it must mystically ‘split their tongue’ in order to be able to replicate the curious sounds made by the forked tongues of the Dragonewts. It is a complex language; mystically rich, including poetry, song and ritual chant. It sounds like no other language in Glorantha and is exceptionally difficult to master. Draconised cultures use both Auld Wyrmish and the tongue for their culture and/or region: Auld Wyrmish is rarely used exclusively.
And now for something that I'm almost 100% certain has never appear anywhere in any version of D&D, a spell called Delivery.
Delivery
Duration Special, Rank Initiate, Touch

Delivery ensures that a natural childbirth is safe, clean and with managed pain for the mother. The spell lasts for the natural length of the delivery and is usually cast when the waters break although it can be cast when contractions have begun. The beneficiary of the spell feels relaxed and calm, and, although she will still feel the pain of childbirth, it is neither distressing nor overwhelming. The spell dissipates once the child has been born (the spell guards against still births or birthing difficulties) and the cord is cut and tied magically as the closing act of the spell.

Wednesday, November 17, 2010

More Glorantha quotes

What Wyrmfriends Know
Misery, hunger, confusion and desire are part of the world because it isn't perfect yet. The violence and treachery of the human condition can also be attributed to this lack of perfection. The dragons made a cure for this when they created the world. They gave men the potential to perfect themselves and at the same time, to complete creation. This final act of completion will occur when all the people of the Empire perfect themselves and also create the conditions for the land itself to transform into the greatest dragon of all. All of the people will then be transformed, too, into the collective consciousness of this new dragon. Thus will they achieve eternal bliss, as the world emerges from its egg to finally achieve its ultimate, perfected form.

Although the struggle for perfection will be long and difficult, it is not without its rewards along the way. It grants its adherents powerful magics to use against its enemies, both from within and without. Some people cling stubbornly to their imperfections, to the old forms of worship which were meant only as stepping stones to transcendence. These must be shown the way of truth, to have their third eyes opened. Sadly, some are incapable of making the essential transition and must be snuffed out, lest their imperfections prevent blissful attainment for everyone else. To bring misery to the miserable is not a good or righteous action, only a necessary one.
Those who perform these acts of oppression sacrifice greatly, marring their souls with hate, greed and violence. They must fast and meditate to return to a pure state. Some of these will be corrupted and must also be extinguished. This is sad, but sadness is also a trap, as are all of the ordinary human emotions. They bind us to the reality around us, which is false, and prevent us from perceiving our Ultimate Dragon Natures, which are cold, analytical, inscrutable, yet partaking of a higher joy than any ordinary sort of human happiness can prepare one to understand.

Those who participated first in the revelations will gain most from the shared energies. If you join us now, you will be more powerful than if you do it later. If you bring in others, you will gain from that, and then gain again when they do the same.

This higher, mystic joy is worth all the hard spiritual work required to attain it. If we suffer deprivation, sorrow, war and doubt, it is only to fulfil cosmic destiny.

Looting the World of Myth
If the Otherworlds are the ultimate source of power, myths are their treasure maps. In the theist tradition, when you go on a HeroQuest, you venture into a well-known myth of your culture. You always encounter surprises, which may give you new insight into your gods, but the essential outline of the experience is pre-established. You become part of the story, with yourself in the role of the god you worship. You are tested as the god was tested in the original tale. If the story tells you that your god first fought a troll, then an ill-wind, and then bedded a mysterious woman, before finally battling the dragon, you expect to do the same when you enter the Hero Plane. If you do all of these things successfully and in the proper way, you win a great reward, either for yourself or your community. You might come back with a magic sword, gain a Divine Magic spell, end a drought or increase your clan's birth rate.

Saturday, November 6, 2010

Glorantha

I've been reading quite a bit from Glorantha - The Second Age. There is a lot a detail. I like how all of the cultures steal and inherit customs from others. Everything is inter-related.

Yelm, the sun god of the Dara Happans, is recognised by the Orlanthi (i.e. the Storm Tribes), but only because Orlanth kills Yelm. Yet the Orlanthi have been partially coopted by the Empire of Wyrms' Friends. The God Learners, on the other hand, want to steal everything from everyone in order to gain greater control of Glorantha and the Other Worlds.

I can't remember an RPG book that has gained so much of my attention. Usually, I glance through an RPG book, maybe reading some chapters in full. With this I read and re-read.

Some quotes I found interesting:


The final contest was of weapons and now Orlanth was angry. So he accepted a sword from the crazy trickster, Eurmal, who can be useful but always in a troublesome way. This sword was a new thing called Death and when Orlanth struck Yelm with it, Yelm died. And then the sun went out.


They wandered for a long time there, until unreliable Eurmal guided them to the Hall of the Dead, where Ernalda and Humakt and Barntar and all the others were. There was Yelm, also. And Orlanth saw what he had to do. He had to atone for what he had done and save the Bright
Emperor, too. They tested each other again and finally were reconciled.

Their new cooperation spawned the last rightful god ever to be born, Arachne Solara, the spider. She wove a net, which was the Great Compromise. It started Time and separated gods from mortals.


We will bring down both the God Learners, who loot our myths like we raid each other's cattle, and the wyrmtalkers, who think that you can worship anything, even a crawling snake, so long as you call it Orlanth. We are not just people who make new things. We are a people who fight for what is right.


We organise ourselves into bloodlines, then clans, then tribes, then kingdoms. Of these associations the most important is the clan. Clans control their own pieces of territory. They are governed by chiefs, who may be male or female. Each chief appoints a ring, a council of seven worthies who provide advice. Wisely chosen rings are balanced between worshippers of the various Orlanthi deities, so that their counsely draws on life's many spheres.


How To Play A Yelmite Noble
  • Straighten your spine, balance your shoulders and stick out your chin.
  • Speak in bold, declarative sentences.
  • Never admit to uncertainty.
  • Be offended.
  • When in doubt as to what to be offended by, select any of the following: insults to the Sky gods, darkness magic, sexual license, disrespect for tradition, presumptuous women, irreverence toward rightful authority, the Orlanthi ‘Lightbringers Quest' story.
  • Fight bravely for what you believe in.
  • Obey rightful authority.
  • Think rigidly.
  • Treat all women as accoutrements. Treat all peasants and foreigners as chattels.

Thursday, November 4, 2010

Speeding-up role-playing

With the attempt to re-boot role-playing, I've been thinking through the annoyances. The main annoyance is the extreme time-wasting that can occur. Sessions can devolve into referencing and debating nothingness, rather than creating a shared narrative.

The biggest time drainers in role-playing are:
  1. Checking/arguing rules
  2. Book-keeping (checking/updating values on character sheets and GM material)
  3. Dice rolling
All of these make the game part of Role-Playing Games, yet when it becomes the bulk of a session, it's wearisome. I have a few ideas to reduce their impact:

Issue 1

Choose a simpler, more integrated game system. RuneQuest and Traveller win here, over things like D&D and MERP.

Choose a better game system. Even little nuances help, e.g., while playing D&D, one looks-up a modifier for a skill check (e.g., roll 1d20 +6) and references it with a required "difficulty check" (e.g., you need 13 or higher). Sounds simple? Yes, but that's two things you need to know ("+6" and "13+") and it requires two people involved to know the result. With RuneQuest, one looks-up the skill for the task (e.g., 43% chance of success) and that's all one needs (though the GM may modify the difficulty, e.g., -20%, given particular conditions).

Players should only attempt something that they already know the rules for. This could be linked with the character. "I want to knock-back the trollkin... just got to check how that works." "Bah baw, the trollkin anticipates the rush and sidesteps." The same thing can apply to the GM too, if they forget how an action works. Characters (and NPCs) can have momentary lapses of competence, so it may be explained in that way. Note: This is different to players considering options; decisions are what make it a game. Tactic talk is crucial!

Issue 2

For turn-order (in combat): Assign players a card (from a normal deck of cards, or wherever), e.g. "Jack of Spades", and create a deck from the order of each player's turn from first to last. Add opponents' cards too. Cycle through the deck as people take their turn. OR: Ditch randomised turn-orders entirely and have people sit around the table in order of their speed (i.e., Strike Rank in RuneQuest, Initiative in D&D). That way players will always know who's next. OR: Combine the two methods above; non-random turn order using cards.

If a player isn't ready on their turn, drop them down the turn order.

Use the numbered cards from a deck of cards to keep track of the round number (if you care about spell and effect durations).

For RuneQuest, each player could have a number of poker chits to match their number of combat actions. Throw them into the pot as they use them.

Issue 3

I'm worried about the amount of dice-rolling in RuneQuest. In combat, a player rolls to hit and the opponent rolls to parry/evade. If the strike succeeds, roll for hit location and damage. That's four dice rolls! I can think of two solutions:
  1. Roll all dice together. Attacker: d%, 1d20 and weapon. Defender: d%. Maybe you'll ignore a few of those dice, who cares?
  2. Use an average for damage instead of rolling (rounded-up or down depending on how deadly you want the game to be). At the very least, this is how the Damage Modifier based on strength and size should work in RuneQuest.

Tuesday, October 26, 2010

Gamebooks

Warlock MapGamebooks are a strange invention. When I was young, the Fighting Fantasy books were one of the coolest series I read. Playing The Warlock on Firetop Mountain again on the iPad, I realise that:
  1. It's not well written;
  2. It has a labyrinth that's impossible to escape without mapping the whole-damn thing (no wonder I thought the book was broken when I was a child);
  3. It's focussed on physical movement from room to room (Why? Choices can/should occur at any point in a narrative.);
  4. Most choices aren't really choices at all. "You may go east or west." But there isn't any hint, any decipherable reason to choose east over west. The story might as well have been linear.
Gamebooks are still with us. Computer role-playing and adventure games contain decisions through dialog trees. RPGs, like the D&D red box, occasionally feature gamebooks.

My questions are:
  • Why have gamebooks remained in the amateur and children's area of literature?
  • Why hasn't a competent author written a multi-pathed novel?
Ever since Borges and Cortázar, no really good author seems to have gone close. It's a shame. How about a murder mystery, where the reader has to piece together clues found in branching decisions? I'd read that.

Saturday, October 23, 2010

RuneQuest adventurer

Benwyn the Herdsman

Characteristics

Str 10
Con 10
Pow 4
Dex 12
Cha 6
Int 11
Siz 14

Attributes

Age: 19
Combat Actions: 3 (4 with hammer and shield)
Damage Modifiers: +0
Improvment Roll Modifiers: -1
Magic Points: 4
Movement: 8m/r
Strike Rank: 13
Hero Points: 2

Hit Points

Legs 5
Abdomen 6
Chest 7
Arms 4
Head 5

Skills

Athetics: 33%
Brawn: 24%
Culture (Own): 52%
Dance: 18%
Drive: 16%
Evade: 39%
First Aid: 28%
Influence: 12%
Insight: 15%
Lore (regional): 62%
Perception: 25%
Persistence: 50%
Resilience: 60%
Ride: 26%
Sing: 10%
Sleight: 33%
Stealth: 54%
Swim: 16%
Unarmed: 22%

Hammer (Shillelagh) and Shield: 62%
Sling: 64%
Common Magic: 10%

Advanced Skills

Acrobatics: 42%
Craft (cartographer): 28%
Language (native): 50%
Survival: 54%
Track: 51%

Magic

Bestial Enchancement (3)
Endurance (3)

Clothes

Aba (6 SP)
Shoes (2 SP)

Equipment

Adventuring Kit (70 SP, 17 ENC)
Footpads (12 SP, 1 ENC)
Shillelagh (40 SP, 1 ENC)
Heater shield (150 SP, 2)
Sling (5 SP)
Walking stick (5 SP, 1ENC)
Writing Kit (45 SP, 2 ENC)

Character History

Benwyn grew up as a nomad, in a small family of three that consisted of his father and twin sister. His mother, Samara, died when he was twelve years old.

Benwyn spent his teenage years as a herdsman, assisting his father to move cattle and sheep for sale between the markets of three small settlements that are many kilometres from the hills he grew up in. His family has gained a good reputation with two of these settlements.

Due to his culture's continual roaming, Benwyn's skills in survival and tracking are well developed. On occasional visits to a not too distant village, a family contact has trained Benwyn in the art of cartography. It has become a passionate interest, though his ability lags behind his enthusiam.

Two years ago, a long-standing feud between Benwyn's father and another herding family resulted in bloodshed. As a result, his family has been forced to abandon their livelihood, and it is for this reason that Benwyn has begun a life of adventure.

RuneQuest II vs D&D

In a lot of ways RuneQuest and D&D are similar. However, everything works better in RuneQuest. Such as:
  • RuneQuest uses skills whenever a character attempts to do anything. e.g., singing, thieving, shooting, casting, etc. Skills all work in the same way and they all make sense. No base attack bonuses, saving throws, ability score checks, synergy, obscure exceptions, etc.
  • There are no classes in RuneQuest. If you want to create a thief, you devote skills that are useful to thieving (sleight, stealth, evade, disguise). If want a cleric (or healer), you devote skills and magic to healing. If you want to create a unique character, combine unrelated skills and spells.
  • D&D is full of redundancy. e.g., Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, etc. In RuneQuest, there is just "Heal," the caster can increase the amount of healing as they improve their magical ability.
  • RuneQuest combat is more than just spatial, it is temporal too. Timing is key. This gives a whole new tactical layer to the combat that is missing from D&D.
  • Combat is a lot more deadly in RuneQuest. Fights don't go on and on like they do in D&D.
  • There is locational damage in RuneQuest (head, arms, chest, etc.)
  • Hit Points don't increase over time in RuneQuest. i.e., you don't miraculously become more resilient to pain.
  • There is no alignment in RuneQuest. You define your morality rather than fitting into an obscure and confusing category. (What the hell is Chaotic Neutral suppose to mean?)
  • In RuneQuest, armour works like one imagines it would. There is no weird abstraction (i.e., Armour Class). There are armour points that apply to parts of the body. If you are wounded, you subtract the armour points from the damage dealt. e.g., a Broo does 6 damage to the left arm. Leather armour on the left arm has 2 armour points. 6 - 2 = 4 damage. Simple and logical.
  • There are no levels in RuneQuest. At a particular juncture, players are rewarded with improvement points that they can use to improve skills or characteristics. There is no endlessly waiting until your character finally goes up a level. Beautiful.
  • RuneQuest doesn't have the utterly frustrating Vancian magic system. Okay, not entirely true, divine magic uses a Vancian system, but sorcery and common magic doesn't.
  • Skill checks are slightly simpler and require less tedious communication in RuneQuest. In D&D, the player rolls and applies bonuses (e.g., 1D20 + 5) and compares it with a number supplied by the Dungeon Master (e.g., need 17 or above). In RuneQuest, the player will generally already know the chance of success (e.g., 68% chance) and can just roll and declare the result (critical success, success, failure or fumble). This is a subtle difference, but it saves constantly needing to ask "What's the number I need?" or "Did I succeed?" It puts slightly more power on to the player. This a good thing.
  • Since 2000, D&D editions have been advocating the use of miniatures in combat. They even have special rules that apply best with miniatures (attacks of opportunity, movement rules to get past other characters/pieces, etc.) There is nothing wrong with using miniatures. However, one must be careful because miniatures reduce the luscious 3D environment of an imagined scene to a grided 2D battlemap with right-angles. On a battlemap it's difficult to visualise attacks from above (balustrades, trees, fly-by attacks) and below (burrowing creatures or a chasm traversed by a suspension-bridge). You can't see sloping or uneven ground. Stairs and various forms of cover (walls, bushes and tables) are often difficult to represent. Your imagination can handle all of this better than a battlemap. RuneQuest has a cinematic feel with not a single mention of miniatures or battlemaps. All of those environments mentioned above are easily supported by the RuneQuest game system. D&D can do it too, but it struggles.
  • With D&D and D20 games in general, it takes a bit of thinking to figure out your probability of success. E.g., you require 23+ for success and roll 1d20+8. You have to do a bit of maths to figure out the chance of success. It's more transparent in RuneQuest, everything uses percentiles, e.g. 25% chance.
  • Even though ability scores (or characteristics) are created the same way in both games (i.e., 3d6 or 4d6, drop the lowest, etc.) they're actually used in RuneQuest. In D&D, you roll the scores, derive a "modifier," and never use the score again, for anything. This "modifier" is used as proxy for everything. The obvious question is, why bother with ability scores at all? Just roll for the modifier instead. Ability scores in D&D are just one more number that you don't use. In RuneQuest, the scores themselves are used as a basis for basically everything.

Musings on Role-Playing Games

I've played role-playing games, on and off (mostly off) for many years. I haven't played much over the last few years. During the last week I've been reading Lankhmar stories by Fritz Leiber. They have relatively simple plots, but truly evocative scenes, events and characters. Reading these stories have inspired me to re-start some role-playing.

Role-playing games that I've played over the years:
I recently read a fairly comprehensive history of role-playing games at http://ptgptb.org/0001/history1.html. It goes through a lot. Origins of RPGs, gamebooks, collectible miniature games, etc. Reading this history brought up a lot more games that I've never tried.

Role-playing games that I'd consider playing:

Monday, October 18, 2010

How To Act Like An Aldryami

I've been searching for a new role-playing game ever since D&D 4th edition came out. I never really loved 3rd edition all that much. I compared 3rd edition to 2nd edition and it was a good improvement. However, nowadays I've decided that D&D has to go. It's got stupidly complex rules, was designed for power-gaming, and is full of contradictions (resulting in arguments). It's a fun killer.

Traveller appears to be the sci-fi game out there. However, I've always liked my role-playing games to be fantasy based. I'm currently considering RuneQuest. Reading through one of the books, I came across the section below, describing how to play an elf. I really love it. I can't remember reading anything similar in a role-playing book. It's a great example of how and why role-playing games don't need to be anything like board-games or computer games.

How To Act Like An Aldryami:
  • Unfocus your eyes; look off into the distance, past the person you are talking to.
  • Talk so quietly others must strain to listen.
  • Bring a few dried leaves to the game session in a plastic bag; occasionally take them out and rustle them.
  • Speak in plant metaphors.
  • Tremble with quiet fury when the woods are threatened.
  • Have your character detour to forests. Once there, it lingers, listening to the song of Seyotel. Require sustained prompting from other Adventurers before you move or pay attention to pressing matters at hand.

Wednesday, October 13, 2010

Traveller character

Neil Calderon (UPP 589AA2)

Str 5
Dex 8
End 9
Int 10
Edu 10
Soc 2

Age: 34

Skills

Astrogation 0
Athletics (Endurance) 0
Carouse 0
Comms 0
Compuers 0
Diplomat 1
Engineer 0
Investigate 0
Medic 0
Navigation 0
Pilot 1
Science (Phsyical) 0
Streetwise 1
Trade 0
Recon 2
Vacc Suit 1

Credits: 87,500


Homeworld: High population and Industrialised

Terms served
  • Scholar (Field Researcher) (yrs 18-22)
  • Scout (Survey) (yrs 22-26)
  • Scout (Exploration) x2 (yrs 26-34)
Career events

Neil Calderon started life on a highly populated and industrialise world. His family was poor and marginalised. Much of his youth was spent on the streets, talking and carousing. Ambition, however, was to grasp him in his later teenage years as his studies demonstrated a high aptitude for scholarly research.

At 18, Calderon enrolled as a researcher and undertook offworld research in lesser known systems. Unfortunately, two years into his contract, one of Calderon's expeditions went dreadfully wrong. He spent 9 months stranded on an unknown and desolate planet, struggling for survival. Eventually, a scout ship that was surveying the area, picked up Calderon and the remaining survivors. On his return, Calderon learnt that his position had been discontinued and he was forced to look for another career.

At 22, Calderon enrolled in the Scouts. Initially he worked in surveying, applying skills from his previous career to his new position. Eventually, however, the experiences of the isolation and necessity for resourcefulness, acquired when marooned a few years earlier, became an obsession. By the time he was 26, Calderon shifted from surveying work to exploration.

Through the course of Calderon's second term as a scout, he met Salwa, a merchant broker. They met by chance on a sparsely inhabited starport. Within a short period of time they had developed a close relationship, organising rendezvous whenever possible.

During Calderon's last term as an explorer, he was involved in a rescue mission of a transport ship. Hastily applying his inexperienced medical skills, he set to work aiding whoever he could. The rescue mission resulted in a disaster. Six crewmen died and two suffered lifelong injuries. One of the remaining crew swore an oath of revenge upon Calderon after
seeing the crew die due to incompetence.

Calderon left the Scout service with the rank of Senior Scout after many years of dedicated service. For services rendered, the Scouts have loaded Calderon a Scout vessel to further contribute to exploration and discovery.