Wednesday, August 12, 2009

Artistic Inspiration: Warwick Globe


She took up the jewel in her hand, left the palace, and successfully reached the upper world

Warwick Globe was a children's book illustrator of the Victorian and Edwardian eras. His specialties were exotic scenes of the Far East and fairy tales. Often appearing in Pearson's Magazine he illustrated a number of early science fiction stories including many by Frederick Merrick White and a little tale called The War of the Worlds by H. G. Wells.

The above image is from a 1912 volume entitled Folk Tales of Bengal by Rev. Lal Behari Day.

Sunday, August 9, 2009

Silver Age Appendix N: The Belgariad

Long ago, so the Storyteller claimed, the evil God Torak sought dominion and drove men and Gods to war. But Belgarath the Sorcerer led men to reclaim the Orb that protected men of the West. So long as it lay at Riva, the prophecy went, men would be safe.

So reads the back cover of a Del Ray fantasy novel released in 1982. That book, Pawn of Prophecy, would kick off one of the most successful fantasy series and fantasy writing careers of the past twenty years. David Edding's Belgariad is the epitome of the world saving quest fantasy series that would dominate fantasy literature in the 80s and the 90s. While lacking the grand depth of Tolkien's singular achievement it contains the major elements of medieval quest literature (Eddings held a Masters of Arts in Middle English) and is firmly rooted in fantastic literature from the medieval world on.

My personal relationship with the series is mixed. I got into it between the publication of the third and fourth book, having resisted due to two teenage trends, rejecting the popular and idealism (the quickness they came out seemed fake). At the time I devoured them and awaited the fifth book anxiously (the fourth having come out while I was reading the third). About a decade later an attempt to reread failed to get me through the first book and I put them in the "things that didn't having staying power from my youth". However, I recently reread them prepping to run a game for some people I know in the local music scene and consumed them in either seven or eight days and enjoyed them thoroughly.

The series follows a fairly standard path. Garion, a farmer boy, spends his early life in the care of his aunt until one evening an old storyteller reappears and leads them off on the quest to recover a magic gem. Along the course of their journey they travel every land in the obligatory maps at the front of each novel, ancient prophecy is fulfilled, a war is fought with the followers of an evil god, a fated group of companions is assembled, and Garion finds a destiny much greater than that of a farm boy. You've read it a dozen times. It was old even before Eddings wrote it and has become downright cliche since he did. Yet he was able to fashion a very good novel with only a handful of flaws, mostly of language and slight omission, especially in the last book.

What then makes Eddings in my mind the epitome of the 80s fantasy quest to save the world and an huge influence on those who took up D&D at the time it was published. In my mind there are two main influences he brought to bear on fantasy RPGs: a literary realism and a knowledge of pre-Tolkein influences which imparted a fairly formalized structure. Although there are many other influences he had, especially on the path of fantasy literature, I want to concentrate on these two.

Eddings had earlier published a mainstream novel in the early seventies and spent most of that decade trying to publish more. In his later book of series background, The Rivan Coex, he admits the success of Terry Brooks and Stephen Donaldson lead him to take up a mythical map he had placed away in a drawer to not distract from serious work. While earlier writers had introduced politics, weather, and other travails of everyday life these had fallen into two broad categories. The first, exemplified by the storm on Weathertop in The Lord of the Rings, treated even mundane items as part of the magical framework. The second, exemplified by Kurtz's early 70s novels, placed the mundane in charge and basically put a fantasy patina on fairly conventional novels. The later was common enough by the mid-70s to inspire Ursula K. Le Guin's essay From Elfland to Poughkeepsie on what made fantasy more than trapping. Eddings's succeeds in walking a line between the two.

Eddings admires Tolkien but has knowledge of the same sources that Tolkien drew on and was influenced by them as well. In fact, in the above mentioned Rivan Codex, he criticized later fantasy writers for thinking the genre began with Tolkien. The result was a kind of formalism that later fantasy literature would imitate. This shows most directly in two ways. First, each and every country on his map is visited. In fact, he uses this fact to structure the books into segments that, with two exceptions, carry the name of someplace on the map. The second is the usage of character archetypes. Instead of the fighter, magic-user, cleric, etc that D&D players know he used types more familiar to mainstream and medieval literature: "the wise man", "the knight protector", "the princess", and "the questing knight".

Which brings us to Eddings's role in influencing Silver Age D&D and later fantasy literature. As James M has pointed out the Silver Age was about realism. The Dragon had many articles in the same time frame about weather, encumbrance, what horses could really do, and so on. Each reflected the same concern with making sure the world seemed real while being magical that the Belgariad did. Up until that time a common refrain in the letters column and around game tables was fantasy couldn't be real. I think the power of a popular, well written fantasy series showing the exact opposite weakened that camp and gave their opponents some justification.

The most easily seen influence on fantasy literature, however, is in his character archetypes. Unlike Brooks or even Dragonlance he uses historical archetypes directly instead of through the lens of Middle Earth. It is also here that I lay down my opposition to an idea that game writers as diverse as Ron Edwards (in Sword & Sorcerer) and James Maliszewski (in How Dragonlance Ruined Everything) have championed. Their argument is fantasy literature, as a commercial genre, is now dominated by the influence of D&D and similar games. Maliszewski even goes so far as to specifically reject claims that the blame rests with Brooks by saying Dragonlance was known to more D&D players who went to become the next generation of fantasy authors.

My counter argument is simple. In drawing on medieval archetypes directly Eddings wound up with an all human cast (although one member was technically a Dryad) where the archetypes expressed national differences, not race ones. If Dragonlance was the dominant later influence, or even Tolkien or Brooks, then we would expect a party of elven archers, dower dwarfs, and so on just as we see in D&D all the way down to fourth edition. In literature, however, the names that would dominate the best seller lists and just the genre section are overwhelmingly human centric with the diversity of types provided by nations and cultures. Excluding Eddings, who would be a best seller through the 90s, we have Mercedes Lackey, Robert Jordan, Anne Bishop, Robin Hobb, Elizabeth Haydon, Katherine Kerr, and L. E. Modesitt, Jr just to start. Lackey and Jordan alone would argue that Dragonlance was not the major influence on the period. In fact, outside of the RPG based novels such as Dragonlance and The Forgotten Realms the only major elvy/dwarfy writers in the period are Brooks and Dennis McKiernan who both pre-date Eddings by several years.

There is also the fact that Eddings was a published mainstream author who turned to fantasy for commercial reasons, at least in part. He did this in 1978 and would publish his first fantasy novel as the Dragonlance project was just beginning.

What is my final judgment? Anyone interested in the evolution of fantasy literature or gaming during the 80s should read The Belgariad. When Eddings passed away last June it didn't raise much of a fuss. Many people saw him as another forgettable author of bog standard post-Brooks fantasy. Yet, I think he is as important in the establishment of fantasy as a separate commercial genre as Brooks and Donaldson were. While the latter two proved that the success of the Lord of the Rings was no fluke Eddings proved that quest fantasy that didn't slavishly imitate Tolkien could be successful without being weird or edgy like Donaldson's Chronicles of Thomas Covenant whose main character was so reprehensible that many people couldn't get past a certain incident in the first book. The Belgariad created the pattern for fantasy series up through Jordan who finally abused the form to the point is fell out of favor (modern quest fantasy seems to have smaller horizons). I can't promise you'll like it but I can promise that if you read it in context with its times you gain a lot of understanding of modern fantasy.

Friday, August 7, 2009

A Demon Haunted World

Yesterday I wrote about using the background of Buffy the Vampire Slayer, specifically the show's ancient history, as the setting of a Swords & Wizardry game. I specifically discounted the idea of using S&W for a modern world game in the setting.

Well, today I'm partially turning my back on that on that idea. I think a S&W supplement in a modern day world where the characters move in a shadow world populated by the last vestiges of the Old Ones is a great idea. I want to create a modern fantasy game not of the de Lint/Bull school (as much as I love War for the Oaks and similar novels) nor of the strictly horror genre but a modern swords and sorcery game of demon hunting, forbidden magics, and a parallel magical culture. Touch stones for such a game would obviously include Buffy and Angel. I would also add Neverwhere and the Harry Potter novels. For those wondering about the latter, it wandered in from discussions my Trollsmyth and d7 as well as here about appealing to Harry Potter fandom.

If nothing else I think such a project is an excellent response to the twin questions: how far can you stretch Classic D&D and will the OSR create something new or just repeat the past.

Thus, I'm announcing my S&W project, tentatively called A Demon Haunted World: Swords & Sorcery in the here and now. I'll present pieces as I create them here at Places to Go, People to Be with at least one new piece every Thursday. I already have a character class, The Chosen, to replace clerics (and modeled on Buffy herself obviously). I also have some ideas on the economy of the magical world based on gold but with different values and uses for different alloys and colors. Some fairly common (and some less common) rules for wizards already running around will be in, such as Light/Dark wizards, counter-spells, and wizard dueling. Finally, new races are already on the drawing boards with men divided into four kinds and half demons giving five racial options. Half demons will be a character class by themselves but the four types of men will have different class options (and advantages at certain classes).

The long term (Christmas 2010?) goal is to actually write this up as my entry into the pdf/print product market. I've been looking for something that spoke to me in a way that made me want to publish. Given my love of modern fantasy of all types I think this is it.

Thursday, August 6, 2009

A Demon Haunted Past

This world is older than any of you know and, contrary to popular mythology, it did not begin as a paradise. For untold eons demons walked the earth and made it their home...their Hell. In time they lost their purchase on this reality and the way was made for the mortal animals, for Man. What remains of the Old Ones are vestiges, certain magics, certain creatures...and Vampires

A quote from Lovecraft perhaps? Maybe it's from August Derleth or even Clark Ashton Smith?

No, the above is actually Joss Whedon and from The Harvest, the second episode of Buffy the Vampire Slayer. While the show was definitely about hip young people slaying modern demons (both of the life stage and supernatural kind) bits and pieces of this history would show up over the course of the series, especially in the seventh season, and would play a major role in the spin-off series Angel.

I find it interesting that what many gamers would consider a core swords and sorcery trope is at the core of Buffy. The show is very modern in its time period, its characters, and its sensibilities yet its core mythology, from the pilot on, is one that has great deal in common with the weird tale. Certainly, Whedon admits to being a horror fan. However, in the interviews I've seen it's horror of a movie sort and it is a rare film, in my experience, that has any mythos much less one with a horrific demon haunted past. That said, despite its similarity it does miss some of the elements in the Lovecraftian past. While the Buffyverse is a universe where the struggle against evil never ends and most characters will eventually fail (an idea more obvious in Angel than in Buffy) it is still more heroic than fatalism. The heroism is in the struggle and even failure can be a defeat of evil.

Watching the entirety of both series (itself an enjoyable pastime) with a notebook in your lap could be a great way to "design" a setting for a game, especially one of the very flexible retro-clone like Swords & Wizardry.

No, I'm not saying you play S&W in the show's modern setting (although that could be interesting). There already exists an excellent role-playing game for it. However, imagine taking the open to this post and all the various references to ancient demons, cults, religions, and magics through out the two series. Then set it among the ruins of Atlantis or some other pre-Sumerian civilization or even in a Hercules/Xena ancient world.

I suspect we might start seeing bits and pieces of A Demon Haunted Past showing up here every now and then.

Wednesday, August 5, 2009

Artistic Inspiration: John Williams Waterhouse 1

I am half-sick of shadows, said the Lady of Shalott

Waterhouse was one of the last of the Pre-Raphaelite Brotherhood. This image of The Lady of Shalott entitled I am half-sick of shadows, said the Lady of Shalott was the last of three on the subject Waterhouse would do and dates to 1915. It displays a lot of similarities with his Penelope and the Suitors of 1912.

The subject is taken from theTennyson poem of the same name which in turn based on Elaine of Astolat. Interestingly Tennyson would include the story, using Elaine of Astolat directly, in The Idylls of the King.

Tuesday, August 4, 2009

Silver Age Appendix N: Intro

One of the more interesting ideas James M has followed over at Grognardia is his Pulp Fantasy Library which concentrates on literature that influenced Gygax and others at the beginning and similar literature.

What is in interesting is the pulp fantasy revival of the late 60s and 70s was part of a much larger fantasy literature revival. While Gygax's tastes may not have drifted heavily into the realms of non-pulp fantasy the tastes of many who took up D&D were decided non-pulp fantasy. I think taking a look at the fantasy literature in broad print from 1974 (when D&D left home for school as it were) to 1984 (when Dragonlance ushered in the Silver Age of D&D).

With that in mind I'm adding a new irregular set of posts (given my reliability in posting I'm loathe to call it a series) called Silver Age Appendix N. It will focus on those fantasy and science fantasy books and authors who had a broad presence in the late 70s and early 80s. These authors not only shaped how people in the second and especially third generation of D&D players approached the game they influenced fantasy literature at large. Some grognards like to claim that gaming fantasy novels of the late 80s irrevocably changed fantasy literature. They fail to appreciate how these authors directly and indirectly influenced influenced the path of AD&D II and fantasy literature at least into the 90s and even to today. To the degree that gaming literature such as Dragonlance changed the fantasy literature market it did so in the context of authors like Terry Brooks and David Eddings.

We'll be starting off later this week with what I consider the perfect 80s quest fantasy series (for both good and ill), The Belgariad.

Thursday, July 30, 2009

Harry Potter and the Bag of Dice

So, last month was free RPG day. We all got cool games but how many new gamers did it bring into the hobby.

Two weeks ago was the premier of Harry Potter and the Half-blood Prince. How many potential table top roleplayers waited in line to see it at midnight and how many free RPGs did we get to them that night. If you are concerned about bringing new, young blood into the hobby you should treat that as more than a rhetorical question.

I mostly ignored the back and forth over James Mishner's "The industry is dead" post. Probably because I don't read RPG Pundit thus missed the flames getting lit. However, I did catch some of the brush fires around it, most notably Trollsmyth's musings on it. He had a valid point I hear a lot that no one address:

Because there is a huge number of kids out there reading, writing, and yes, even roleplaying right now. A sizable groundswell of interest in fantastical fiction and play that crosses gender lines has risen up in the Harry Potter generation, the likes of which have probably never been seen before. But you'll notice I mention nothing about games. Regular readers know what I'm talking about: fanfic and free-form roleplay. It's easy to laugh and dismiss this sort of thing (just as RPGs were laughed at and dismissed in my youth, when they weren't being blamed for suicide and devil worship), but here are a bunch of kids so desperate for roleplay that they have built websites and software and communities to facilitate their play. They've done it all on their own. Why on their own? Why didn't they take advantage of the 30+ years of RPGs that were available? Probably because they were never invited to.

So, again, I ask, why are we trading free RPGs with each other once a year in a comic book store, where most potential table top roleplayers already are playing tabletop and not out there giving free quickstarts and game out to the Harry Potter kids.

We have two more chances in roughly two years with the Harry Potter franchise. Wouldn't it be great to see every theater with a midnight showing giving out a Harry Potter goody bag sponsored by local gamers. Along with the branded products it could include a version of the S&W quickstart with a more Harry Potter like adventure. Maybe a GORE quickstart (or CARE for Classic Alternative Roleplaying Engine) aimed at the same crowd with 2-3 adventures. Maybe a "welcome to tabletop adventures" website linked to with additional free and pay products building on those materials.

A crazy marketing nightmare? Maybe. It also might be an idea to help the hobby grew a new generation.

Wednesday, July 22, 2009

Gaming Update 07/22/2009

Friday night we started the Rolemaster campaign. To say it's a change from my house ruled LL campaign is an understatement. In three hours of play we basically had a combat after a tiny bit of ship handling. I have an advantage in two players have a set of charters and one has more extensive experience with RM. I let them handle much of the results look up while I ran combat. It got me to thinking of the possible value of Master/Apprentice DM training via pair DMing not unlike pairs programming. Perhaps I'll write about that or, even better, experiment with it.

Although the situation I was engaged in was somewhat impromptu (actually stolen from The Dice of Life on the same day) reviewing my half-done 5x5 Matrix I was able to fit it in as the first location/event of my one of the plot lines. I have selected a follow-up location for event two in this plot which is also the first location for another.

What's interesting is all was created on the fly. I had a very high level outline of the setting, a sketch map on one piece of notebook paper, player backgrounds, and a Jeff Rients Alchemical Proposal for allowed rules and fluff (although a bit more expansive given on the rules side given RM). Using the Everchanging Book of Names I've added a two places (the island of * and its north eastern port of &) and one NPC (the harbor master #). I kept each on note cards and a sheet of notes which I'll be typing into my folder for the game.

As an aside I've been storing all computer files for the game in a Subversion repository for backup, revision tracking, and general internet accessibility.

I’m better prepared for this Friday and may be engaging one of the characters’ backstory.

If you missed buying Death Frost Doom

have heart.  I just got the following email from Noble Knight Games:

RE: Death Frost Doom

I'm talking with them now, should hopefully be within a few weeks at the most. I'll drop you a line when they come back into stock.

Best Regards,
Aaron Leeder

So, if you haven't bought a copy it should be in next month or September.

If you don't know what I'm talking about well, let James Mal over at Grognardia give you a description and review.

Wednesday, July 15, 2009

Gaming Update: Markers for a Heartbreaker…

Back when I discussed our shift to Rolemaster I admitted I don’t really like D&D.  That’s not quite true.  I like D&D a lot except for a few things but they become deal breakers.  More and more I’m finding myself writing a heartbreaker for another try at “old school” gaming…probably more a retro-clone supplement more than a full on game.

That said, given we didn’t play last Friday and thus have no gaming update to make I thought I’d throw some markers for a retro-clone 1st generation derivative I might write:

Flatten the Hit Point Curve: While I have no problem with increasing hit points I do have a problem with the D&D curve and it’s a fairly common one: At first level even a fighter can be killed by a house cat and by 10th level the average Magic-User is roughly on par with a White Dragon in hit points (24 vs. 27).  There are a couple of ways to accomplish this: separate wound and fatigue points or just a flatter curve.

Lack of the Ability to Be Good at Things: I have discussed before why “skills” aren’t anti-old school when they are seen as what the character is good at as opposed to what he can do.  In City States of the Apocalypse I tried using the Tunnels & Trolls saving roll and talent system but they didn’t work out well due to poor design (and DMing) on my part.  Today I read a post on using FATE Aspects in C&C that was similar to my idea but not as game breaking.  I think I’ll look into something similar.

Magic Shouldn’t Be Unified: If there is one thing the first edition of The Palladium Fantasy Roleplaying Game got right it was the multiple types of magic-users.  Magic isn’t one method or set.  However, we don’t need a dozen classes either.  I’d say have three or four who do different things.  If you do real campaign time you can have an alchemist as one.  The spell slinger of D&D is another.  A more ritual oriented mage is a third.

Dungeons: I’ll admit I’m a Silver Age quest player more than a dungeon delver.  That said, there Tolkien/modern fantasy super world changing quest doesn’t appeal either.  Is there a middle ground, more of a “Knights of the Round Table” approach?

I’m sure I can come up with others but I think these three will be among the hallmarks of whatever system I come up with.