Thursday, March 8, 2012

What Background Charts Say About Your World

One of my favorite quirks in that lovable mess of a book adorned with a scarlet butt-ugly hollering efreeti on its cover is the sudden, inexplicable lurching into polemic.

Take this section on Social Class in the DMG:
“There is no random table for determination of a character's social status to be found here. That is because the inclusion of such a factor will either tell you little or nothing of useful nature, or it will abridge your freedom with respect to development of your campaign milieu. That is, if such a table tells you only a little so as not to force a social structure upon your campaign, the table can contain nothing of use...There are dozens of possible government forms, each of which will have varying social classes, ranks, or castes. Which sort you choose for your milieu is strictly your own prerogative. While this game is loosely based on Feudal European technology, history and myth, it also contains elements from the Ancient Period, parts of more modern myth, and the mythos of many authors as well. Within its boundaries all sorts of societies and cultures can exist, and there is nothing to dictate that their needs be Feudal European.”
On the surface that's a totally bizarre way to begin a passage in a rulebook, “let me tell you all the things that aren't in here and why in detail.” Gygax was obviously responding to the trend of second-generation fantasy game competitors to tout background charts as providing a deeper social context.

Leaving aside the obvious self-interest, I love this passage as it reveals two things: 1. a profound insight into the imaginative big-tent reach of classic D&D and it's latitude for personalizing worlds (“why do any more imagining for you”); and 2. it's a concession in a way to the fact that such tables are a powerful way to subtly hardwire setting logic into character generation.

A quick paging through a few of the contenders of that era seems to validate this. Chivalry and Sorcery's starting background chart is a laser-focused on a long list of professions and classes--from serfs up to the lesser nobility--that clearly reflect a very narrow implied campaign world based in Northwestern Europe around the end of the 12th century. It's random distributions while slightly weighted “unrealistically” toward not playing the bottom part of the pyramid. (Harnmaster would go full hog later giving you a 65 percent chance of playing a wide range of dirt-rooting peasants).

On a radically different note, let's take Stormbringer first edition, a game whose more flatly-distributed and divergent class background table typically generates a weird, wonderful, unbalanced grab bag of a party. It's not unusual to have a strange chaotic blend of PC backgrounds. A Melnibonean sorcerer-warrior-assassin tooling around with a pygmy hunter from Oin and a leprous beggar from Nadaskor. It's a set-up for campaigns even weirder than the books really.

Point is that each of these tables alone said as much and more about the setting and how the players fit in as the many pages of text yakking on about medieval society or the twisted words of Michael Moorcock. It's an elegant way to get around info-dump.

Winding up for my second point. What I take away from that DMG rant is not so much that such tables will break your D&D campaign, but that you have a choice as a DM to either run a “background is wholly what happens in the first three levels” approach (banking on bottom-up development) or custom fit a background table or subsystem to fit the contours of your own world.

Either works well I can attest from years running and playing—players in the HC are free to choose either road--but long-time readers will know that I have loved me some campaign-specific background generators over the years.

The background subsystem in the Hill Cantons Compendium says a good deal about the implied HC campaign world. There is both the obvious flavor elements—the landsknechts, dwarven indentured servants, mountebanks—and the somewhat deeper bits in the campaign logic itself.

The Weird touching the borderlands amplifies the chaos of human society. To be in that rootless group of crazies willingly exploring it something must have broken in your head. So the system tends to generate a background that is really tumultuous and zig-zaggy, a childhood and adolescence spent running from a crime to pushing a pike to having a mystic experience and the like.

I'm throwing a wall of text at you—and forgive me if it all sounds like a big stinking pile of pretentious poo—but it's a topic that I come back to a lot in my homebrewing. And I notice more than a few of my friends out there in the ether custom fitting their own tables and it makes me just want to play in their own worlds all the more.

And you? Have you made—or want to make—your own custom fits? Did it work?

Wednesday, March 7, 2012

Hobgoblins of Foolish Consistency

No. Enc.: 1d8 (4d8)
Alignment: Lawful (Evil
Movement: 90’ (30’)
Armor Class: 5
Hit Dice: 1
Attacks: 1 (weapon)
Damage: Weapon
Save: F1
Morale: 9

Foolishly Consistent Hobgoblins appear much like slightly-smaller Hobgoblins except for their unremittingly gray skin color and attire.

Although nominally as intelligent in cognitive functions as the more common sort of hobgoblin, their pathological small-mindedness frequently undermines their stratagems. Thus if a party finds away around pitfalls and a response strategy in one of their lairs, it is 90 percent likely on each return to the lair that these hobgoblins will be falling back on the same plan.

Foolishly Consistent Hobgoblins found in lair will be ruled by an autarch (sometimes styled as a “lifecoach”), a 5 HD member of the species known for mapping cradle-to-grave “career plans” and exacting economic accounts for his followers. There is a 80 percent chance that the autarch will be attended by 1-2 barristers, 3 HD tribal witch doctors that can cast Hypnotism once a day.

Because of their bull-minded predictability they are much loved by city officials, sages, and clergy as bodyguards.  

Tuesday, March 6, 2012

Hill Cantons “Appendix N”

I put this together ages ago and with the three year anniversary of the campaign having just reared its ugly head, it's a good a time as any to post.

What follows is the reading list that went into the HC mental stew, I was reading or rereading (or just remembering) these books about the time the campaign (2007-2008). This list concentrates on books, but of course there are a myriad other influences such as the West Marches in particular and the general internet effervescence of the so-called OSR around that time. It's also conspicuously missing all the influential gaming materials (like Griffin Mountain).

The list below is organized in rough order of influence both by author and book. In parenthesis are my guesses of exactly what they influenced (though with all the heavy synthesizing it's even a bit of a mystery to me at this point).
Fiction:
Jack Vance: Lyonesse trilogy, Dying Earth, Eyes of the Overworld, Cugel's Saga, Showboat World, The Last Castle (campaign tone, themes, viewpoint of human civilization and religion, talky monsters, picaresque journey and characters etc.)

Fritz Leiber: all Nehwon stories (campaign tone and themes, direct homage in Marlankh, monsters)

John Eric Holmes: Mazes of Peril (kitchen sink, gonzo D&D)

Michael Moorcock: Elric stories (cosmology and visitors from other worlds/planes)

Clark Ashton Smith, Hyperborea cycle (well Hyperborea and some campaign backdrop)

Henryk Sienkiewicz, With Fire and Sword, The Deluge, Fire on the Steppe (eastern borderlands ambiance, both books and movies)

M.A.R. Barker, Flamesong, Man of Gold, Book of Ebon Bindings (some deep background and cosmology)

Michael Shea, Nifft the Lean, Quest for Simbilis (Vance lite)

Umberto Eco: Foucault's Pendulum, Name of the Rose (esoteric ideas, societies)

Poul Anderson: Three Hearts and Three Lions (the war between human civilization and the Fae)

Ivan Bilibin, Russian Fairy Tales (aesthetics)

Eric P. Kelly, Trumpter of Krakow

George MacDonald Fraser, Flashman series (picaros and scumbaggery)

John Kennedy Toole, A Confederacy of Dunces (eccentric characters)

Non-Fiction:
C.V. Wedgwood, The Thirty Years War (the autarkic HRE as a model for the Overkingdom, internal religious conflict)

Stephen Turnbull, The Hussite Wars 1419-36 (backdrop of the Cantons proper)

Fernard Braudel, Civilization and Capitalism, 15th–18th Centuries (all three volumes), The Mediterranean and the Mediterranean World in the Age of Philip II (the breakdown of medieval European society and general political, economic, and cultural contours of the early Renaissance)

James George Frazer, The Golden Bough

Steven Runciman, The Fall of Constantinople 

Louise Levathes, When China Ruled the Seas (big weird ships and exploration)

Monday, March 5, 2012

More News from the Hills

A fine report on the third anniversary face-to-face session of the can be found here. A hearty thank you to all the players both past and present. May you never face a roll on the Death and Dismemberment chart (unless you have it coming).

And now the news...

Wild rumors are circulating in Marlankh that agents of Frantisek the Striped Mage have found four pieces of the fabled rod of the Wind Dukes of Aqa'a only to sell them back to a mysterious inter-dimensional being called the “Great Rientz”. Incredibly the pieces are to be re-scattered among several different alternate realities. 

The centaurs of the Slumbering Ursine Dunes are in a righteous froth about the murdering of one of their toll-collectors. Raids have been made into human settlements as far as the farm belt south of Marlankh. Reputedly the hirsute Master of the dunes has sent away for skilled carpenters in the borderlands to cross over into the Weird at premium triple-pay, an offer to be extended to any men-at-arms willing to escort the craftsman to his tower. It's unclear if there is a relationship between the two developments.

The Rada (council) of the Marlinko Canton has heeded the Overking's recent call to arms against the Brazonians by raising the Marlankh Reavers back to active duty. A number of tough and seasoned officers have been pulled into service including a renowned, local Colonel. It's unclear if the heavily-armed band of border ruffians is to serve as a unit of badly-armored medium horse or as an armed-to-the-gills unit of light.

Authorities are investigated the foul murder of Drogo, the much beloved half-ogre manservant of Hurloj Kladivo, master of the Guild of Accipitraries, Ankle Beaters, and Drovers. A 150 sun bounty has been posted for return of the culprits to the Guild.

Several of the 43 known children of the old smith Jaromil have brought their families out to settle back around the patriarch's fortified stead near the dunes. The extended family has petitioned the Overking for a charter for the new settlement tentatively called Kugelburg after the old man's dear departed friend (may the Sun Lord illuminate his spirit-self).  

Friday, March 2, 2012

The Old and Dear

Given my preoccupation with bemoaning blog content that flits away into the ether, here's a blogging “movement” worth supporting: Old Stuff Day. Basically it's a chance for bloggers to show off the old blog posts that they feel have become neglected with time or are particularly fond to the blogger.

Here's my own run down starting backwards chronologically in the misty past of 2009:

This was my first post to break the blog out of its role as merely a campaign hub for players. It was the first time I combined broader tones and personal story into a post and it just felt right at the time. Rereading it today makes me want to keep fleshing out that melancholy, besieged city lurking just off the southern map of the Hill Cantons.

This post kicked off the HC's long love-affair exploration of M.A.R. Barker's world. It also served as a manifesto of a casual sort, guiding my own approach to gaming in Tekumel. Best of all it put me into accidental contact with Jeff Berry, the old Petal Throne salt that I only half-jokingly refer to as the HC's resident Tekumel expert. The four-part interview with him (very much worth checking out in its own right  kicked off my interview series and really deepened my insights into that world.

This post kicked off a multi-post exploration of the truly marvelous “worldgame” that miniature wargaming titan Tony Bath ran in the UK in the 1950s-70s. The series rooted around in the kind of big-stage roleplaying gaming that predated D&D and what people now refer narrowly as RPGs. It also opened up a number of domain-play themes that I started to explore later.

Follow the “Tony Bath” label if you want to read the whole thing.

The stirrings of the Domain Game and more importantly the attempt to not just recycle and extend “beancounter” domain-play but take it back to old-new areas in D&D that were dropped as the game developed.

First time I really remembered to use a few tricks I learned from my old day job journalism work to write a good, compelling story.

More exploration of how some of the interesting holdovers from wargame play got dropped out too early in the development of RPGs in the 1980s. Should be read with this one, if you are interested in that theme.

Far and away my most solid writing on the blog has been the personal entries. This one details my relationship through my combat vet father to the Vietnam War and how it colored D&D play back in the day. Read this one if you read anything today.

Thursday, March 1, 2012

How Much of this Free Crap Do You Use?

This morning my Kindle Fire finally graced my office doorstep and I have been busy making the Great Leap Forward. Moving the small mountain of electronic gaming data from my hard-drive into a format that I will actually read has been mostly painless but the sheer volume—we're talking a jaw-dropping 3,000+ PDFs--of it all has got me thinking about my own and others usage patterns.

It has been asked before elsewhere, but I am remain curious. It's not great secret that our hobby is saturated to the gills with published and electronic material. Adventures, settings, rules settings pile up at an astonishingly high rate, enough that I could safely say you'd never be able to process, let alone game with in a single lifetime.

Through the haze of that infoglut, what do you actually use? What free resources—let's leave out rule sets here--do you find yourself using the most that have come out of gaming blogs or forums? Do you find yourself using those freebies less or more than published material you've paid for?

Enquiring minds want to know.