Tuesday, March 20, 2012

A Two-fer Contest

It's been ages, darling reader, since the last dumb HC contest. Today in the interest of catch-up I present a “two-fer”, two contests with two distinct prizes:

Best M.A.R. Barker Homage. Design a single creature, culture, spell, region, or what-have-you as a tribute to our departed titan. The sky is the limit, but bonus points for making them jive mechanically with Empire of the Petal Throne.

Winner receives a very nice, crisp copy of Barker's first published novel, Man of Gold that I rescued six months back from a used bookstore. (Anyone slain in the course of this contest waives their right to shamtla.)
Radegast says "bring it."
Best Travel Tip for the Hill Cantons. Write a travel tip for the HC. It can be anything: something based on a brush with some brutish or strange; a place encountered in the Weird; a city/region back home in the Corelands; etc. Half-truths welcome.

Players in any of three iterations of the Hill Cantons (Austin, San Anto, and G+) will have obviously an edge here, but feel free to try and plop something that hasn't actually occurred in play (weight obviously going to something that “feels right” tone wise.)

Winner shall receive a copy of Jack Vance's Showboat World (a personal, picaresque fave from the man).

Both contests end Thursday 19:00 CST (I believe that's -6 GMT to you foreign barbarians). Before entering I would love dearly to secure your permission to reprint any entries in the Rough Guide to the Hill Cantons, a free (and non-commercial) compilation of setting who-ha from the campaign.

Contest entries can be left here in the comments or emailed to me directly at kutalik at the gmail dot com. 

Saturday, March 17, 2012

Óró Sé do Bheatha 'Bhaile

Marching off to storm the Nike store this St. Patrick's Day. Those of you avoiding the green mardi gras beads today, you are welcome home I hear.

Friday, March 16, 2012

M.A.R. Barker has Passed to the Isles

Very sad news for us Tekumel lovers. I just received the following press release from the Tekumel Foundation about the passing of Phil Barker and my heart skipped a beat. More later on this beloved and creative man.

Excerpt from the release:
“Minneapolis, Minnesota, March 16, 2012: Professor Muhammad Abd-al-Rahman (MAR) Barker, known to his friends as “Phil,” died peacefully in home hospice on March 16, 2012 with his wife Ambereen Barker at his side.

A Fulbright Scholar (1951) of vast accomplishment, Professor Barker is probably best known for his creation of the world of Tékumel which he developed for over 70 years and which has been compared to Tolkein’s ‘Middle Earth’ in its scope, sophistication, and complexity. Barker was a Professor of Urdu and South Asian Studies at the University of Minnesota during the period when Dave Arneson and Gary Gygax were developing Tactical Studies Rules’ (TSR) first role-playing games in the Twin Cities and Lake Geneva, Wisconsin.

In 1975 Barker’s game “Empire of the Petal Throne” was the first role playing game published by TSR, Inc following the release of “Dungeons and Dragons.” Role playing games set in Tékumel, have been published every decade since the 1970’s, including the 1983 ‘Swords and Glory,’ 1994’s ‘Gardásiyal,’ and 2005’s ‘Tékumel: Empire of the Petal Throne.’ Beginning with “Man of Gold” in 1985 Barker published five novels, several game supplements, and a number of short stories set in Tékumel. In 2008 Barker established the Tékumel Foundation as his literary executor to protect and promote his intellectual property...”

Professor Barker is survived by his wife of 53 years, Ambereen. Details on memorial services will follow. In lieu of flowers, memorials to the Tékumel Foundation are preferred, visit the Foundation website here. (Donations to the Foundation can be made via Paypal on the front page of their website.)

Thursday, March 15, 2012

Do We Even Need an RPG Industry?

By now you have probably seen a certain blog post from erstwhile WOTC and TSR employee Steve Winter (if you haven't skip over here). Reading his perceptive remarks about how near-impossible it is to maintain a rpg company with a full staff given the cycle both fans and companies are locked into, I kept nodding my head absently.

And then I hit this comment:
“The game, the one fans love so much that they bought 100,000 copies and clamored for more—odds are high that it was self-contained. That's the way RPGs are packaged. If an RPG isn't complete as-is, then you can't really play it, and fans won't love it and clamor for more.”

I couldn't finish the rest of the post without the same dogged question pushing itself into my brain pan: do we actually need a rpg industry? Do we really need commercially published rules, adventures, settings, supplements at all anymore?

When it comes to new, smaller cutting-edge games, I am sure one could still make the case for “yes” and not sound like your flying on auto-pilot. But for the Game--let's be clear we are talking about the Big Kahuna, D&D, in all it's iterations, clones, and heart-breaking spinoffs—I can't help but feel it is time for it to just wither and die as a (failing) money mill.

I don't frame that as a melancholic set of questions looking backward wistfully, but more of a paradigm shift. There is a dawning thought in my head that DIY rpg hobbyists most likely don't need to shell out a single dollar to have a rich and robustly creative life with this Game.

Sure, there will likely always be the small-scale projects we do want to see succeed and financially support—for me almost always a labor of love of a single or small group of people less than interested in making serious money—but I can't help but think that the activity that is most vital to me is the grassroots community and cultural ferment. It's in the actual play and the achingly-creative (and often freely given) amateur worldbuilding that follows behind it. I read Huge Ruined Pile,  From the Sorcerer's Skull, HereticwerksTales of the Grotesque and Dungeonesque or the many other comparable blogs and damn it if I can't help think that the content there rivals and often surpasses many of the best larger commercial projects.

Is it time for the Game's "second soul" to take charge? 

Wednesday, March 14, 2012

Mastering the Golden Barge

Slammed today on several real life fronts, so I happily turn the HC helm over to Allandros with his play report of this week's Google Plus romp.

Journal of Ba Chim of the New Hampshire elves 
After the last incident at the barge, Manzafrain the Mirthful was in a coma and my poor Kochka was slain. We returned to Marlankh bearing both their bodies. After depositing Manzafrain at the house of his father-in-law, I buried Kochka and retired to mourn. I took her hand axe in memoriam, and intend to slay as many ghouls with it as possible.

Five days after we returned, Manzafrain emerged from his coma, raving about descending from a higher plane of existence. Taurus Hells-heart, Karl Smallberries the hobbit, Ooluu the Drowned Man, and I were all present, awaiting his return to (relative) lucidity that we might essay the golden barge once more. Its glimmering towers beckon us onwards with the promise of riches…and power.

We followed the usual route to the Slumbering Ursine Dunes, stopping at the house of the “rambling and foolish” old smith. My earlier assessment of the smith may have been in error. He has brought his extended family to his house, and they are now seeking to construct a small settlement. It is named Kugelberg – after the dead thief? Ominous, especially given what we learned from the smith’s son, Pavel.

Though he was taciturn, a few carefully chosen words from Manzafrain led to him sharing some unbelievable secrets. He led us to his family’s secret, which caused us all to draw some intriguing and potentially maddening conclusions (which I dare not set down, even here!), but we chose to forego further investigation until a later time. He also dropped some hints as to why the area might be called the Slumbering Ursine Dunes, and what this had to do with the Master of the Glittering Tower.
The next day we set out for the Barge itself. Damn those dunes! Damn them! They get steeper by the day. Still, we made the arduous journey across the dunes and reached the barge itself. Manzafrain, in a moment of lucidity from his godlike maunderings, had been diligently keeping a map of the barge, and had carefully marked areas that we had not yet delved into. Rather than set down all the twists and turns that we made, I will relate briefly:

We first encountered a room with a strange mucous membrane covering the door, and several glowing glass spires within. After someone (perhaps Taurus, or Karl) attempted to pass through and was stung by the barrier, we decided that attempts to pass through might damage the barge.

We then made haste to the room with three large blue circles of runes, radiating magic. I cast a simple dweomer to understand their arcane inscriptions, and recognized them as bearing three cryptic legends:

“Ga [ed note: smudged]umel.” “The Red Orb.” “Sig[ed note: smudged].”

Though we tried to activate the third, it was soon apparent that they were not functional, and we vowed to return later once we got the barge in working order.

We next came to a tower opposite the first one we had investigated, surmising that it might bear another [ed. note: smudged] similar to the first. When Taurus sought to push the trap door open, he encountered strong resistance and heard a loud squawk. I recalled that we had in fact tested this tower before, but had decided to pause before assaying the trap door. Now, however, the time for action had come.

Ooluu and I struggled to raise the trap door, while Karl prepared a strange alchemical fuse to throw into the above room. As he lit the fuse, we strained, shoved the trap door open…and a grayish tentacle snaked its way into the opening, seeking to enmesh Ooluu. Quickly, Karl hurled his missile and we abandoned the trap door. The resulting explosion provoked a flurry of enraged squawks, and we shared grins of triumph. Yet the job was not done; we would need to face the creature directly. The party took up firing positions at the bottom of the tower, while Taurus prepared to throw open the trap door, then rappel down a rope to avoid attacks from the tentacles.

It was at this point that my vision blurred, and I cannot speak exactly to what happened immediately thereafter. When I came to, I beheld the horror that had been lurking above – a gigantic vulture, infested with a strange cancerous growth that had sprouted tentacles. Both halves of the creature sought to slay us; when I regained consciousness, I saw that the cancer was choking the beleaguered Taurus to death with its tentacles, while the buzzard bit at him savagely. (Taurus also had an arrow sticking out of him; I cannot imagine how he hit himself with his own bowshot!) Ooluu and I struck at the creature, and the two of us ultimately slew both halves of the creature.

Searching amongst the ruins of the creature’s nest, we discovered three sky-blue eggs, untainted by any visible signs of cancerous growth, as well as an elongated skull with molten gold covering the back of the head, as a skullcap. This made sense given our earlier discoveries; however, Manzafrain blanched at the sight of the elongated skull, and muttered about some forbidden lore he had acquired. While the mountebank is a wily one, the expression of sincere terror on his face allayed any doubts about the truth of his fear.

Pressing on, we discovered the room where the Slip had retrieved the pearl above the ominous tank of water. Recalling its flooded state, we chose to press on, and soon came to a locked door behind which the rumble of machinery could be heard. Taurus deftly produced an arrow and manipulated the lock so that we could enter; we discovered a large chamber with several wheels, being turned by small faceless homunculi running in place. We did not see any immediate opportunities for profit or knowledge and left the room.

We finally discovered a [ed. note: significant portion missing]. Buoyed by this success, we retrieved what treasure we could carry and returned to Marlankh.

Tuesday, March 13, 2012

On the Topic of International Write Like Gary Gygax Day

There is no reminder in this post that it is International Write Like Gary Gygax Day today. 

That is because the inclusion of such a reminder will either tell you little, Gentle Reader, or it will abridge your freedom with respect to development of your own blog milieu. There are dozens of possible blog posts, each of which will have varying puissance, mutability, or verisimilitude. That is, if such a reminder tells you only a little so as not to force a writing choice upon your blog, the reminder can contain nothing of use.

While this blog is loosely based on Hussite-era Bohemian history and myth, it also contains elements from the Holmesian Kitchen Sink period, parts of my suppressed Id, and the smythos of many other authors as well. Within its boundaries all sorts of posts can exist, and there is nothing to dictate that their needs be Gygaxian. In GAWKER there appeared an article written by me which outlines this very precept and lists a number of posts which can be employed by the blogger in his or her milieu. To aid the harassed blogger, I have listed these types of posts again.

AUTOCRACY. Blog posting which rests in a self-derived and inflated sense of authority about pretending to be an elf in a game in the basement.

GERIATOCRACY. Blog posting ruled by an age-befogged sense of generational entitlement.

And so forth...

(In all seriousness, one thing my recent reread of the DMG has rekindled is my appreciation for the quirky charm of his writing style. It's just not D&D without it.)