Friday, July 31, 2009

So how's this for "making the game your own"?

So, as I play games with my "home-brew sword & sorcery/weird tales/pre-columbian D&Desque" game, based a lot in Melan's Kard és Mágia actually, the game slowly "evolves" as needed. (I said the fordidden "E" word baby!)

Of course, one of the main resources of every DM is a good monsters manual. And which monster manual ever published can surpass the awesome of EGG's AD&D MM I, a true masterpiece, if not THE masterpiece in the monstrous field? The excellent, very complete classic selection, the great balance between simplicity and variety, the power level I'm most comfortable with (OD&D plus), etc. And of course, the best art for a MM ever! I could never do without it! I see most monsters as the appear in the MM.

DMing D&D for me, is always having my MM by my side. Call me fetishist, well... maybe... but it's close to be my favourite RPG hardback ever. And no, it's not nostalgia folks. I wasn't even born when this stuff was published.

And I have defiled it... I have polluted it in the most sacrilegious of ways, violated it's holiness, raped it's purity in the most depraved way, in order to "make the game my HERETICAL own" with my filthy crap. My evil experiments of life engineering began with the two monsters I cared the least, the goblin and the orc:




Yessss... scream in horror! I have applied, spilled, toxic liquid paper (as someone you might not imagine suggested) to the never to be republished again OOP Monster Manual. One less pure MM in the world, for eternity!

What do I see: Ascending Armor Class!? d20 style movement!? d20 style saves replacing the psionics entry that says Non/Nil in 99% of the critters anyway!? The pain! The pain!

I have been irreverently adulterating my MM manual as my games demand it, and it's slowly turning into my unique , "1 of it's type" book of my gaming collection. And it's great. This is gaming. This is hobbying.

I don't have time to write a monster book from scratch if I want something 100% compatible with the system I'm using. And if I where to write it, I would never have a book so beautifully illustrated and hardback bounded. So I decided this was the best way to go. This is my take on "making the game your own".

I know, it's untidy, ugly, and my handwriting sucks hard. But I don't need Darlene's calligraphy to say "you see some friggin' orcs man!"

I have applied by cruelty to many other critters I just didn't took the time to scan for you. But I have tormented and manipulated my unique, personal monster book all around. And this scan is old, cause I've added B/X morale scores after I made the scan.

But fear not! I still have an extra copy that has not suffered the wickedness of my twisted mind!

Tuesday, June 30, 2009

New Argentine Old-school Blog!

Damn, I think I haven't had more work overload in my life! As a junior lawyer I'm getting a bit exploited, but I knew that's the way it is for a while. Anyway, still very happy with what I'm doing, so far the clients I'm working for are beer companies, and it's quite fun.


I wanted to make a quick post telling that I am very happy to see the birth of a second Argentine old-school gaming blog called "Greyhawker". I have skimmed his blog (had a little trouble understanding the navigation) and it looks like this dude is running a Swords & Wizardry Greyhawk campaign.

But what excites me the most, is that he seems to be planning an amazing future campaign called "Hankland" that will combine S&W, Gamma World and Carcosa!! MAN, I want to play in that campaign if I ever have the chance!

I will translate very loosely for you brainstorm #1 of Hankland:

- Set in future Earth.
- Humanity is the only intelligent civilization.
- Human races are differentiated by skin-color like in Carcosa, but the colors or human varieties are: Albino, Black, Yellow, Red, Greenish, Gringo, Brown, Hairy, Hairless, Purple and Rainbow.
- OD&D Alignments, interpreted in Carcosan style.
- There are some intelligent mutants out there, but their societies are never higher than 100 in population.
- Robots are part of everyday life, some sentient and with emotions (I imagine this like C3PO or R2D2 maybe?)
- No gods, no religions, no cleric class or cleric magic.
- No magic-users or vancian magic.
- High-tech items, drugs and magic items, specially swords. All this stuff comes from "ancient civilizations".
- All magic swords are intelligent as per OD&D, but their intelligence comes from demons trapped inside them.
- Sorcery Rituals ala Carcosa, which everyone can learn, regardless of class.
- Cthulhu Mythos.
- Robotech and Evangelion style Mechas.
- Zombies overrun the planet and will be a main threat to the players.
- One class: Fighter. But with many subclasses: Warrior (bonuses to surprise), Barbarian (die hards), Monk (looks more like a Wrestler or Martial Artist), Healer (non-magical), and Specialists (choose a weapon and get a bonus). More Fighter sub-classes seem to be in development.

So far, it looks like a very cool campaign I would play in. I just love it when people do stuff like this, mixing games and adding their own crazy s**t. Pretty much in the line of Jeff's inspiring Alchemical Proposal.

Congrats MMORENO80 on your new blog! I will edit my blog profile now, no longer saying this is the only Argentine old-school blog, though still the first ;).

Wednesday, June 17, 2009

Octopus Wednesdays #4

By popular demand:

Take note: octopuses/squids are good at grappling and engulfing their preys. Add it to it's monster abilities.

Monday, June 15, 2009

Posting rate will become very low

1) I am now a full time lawyer.

2) I'm putting more attention to the needs of my Zeta Orionis campaing.
3) I need to finish writing my spanish D&D home-brew game.
4) I want to try to publish more stuff for Fight On!
5) I'm also dedicating more time to singing.

It's a pity, but right now, I gotta put this blog in ultra low priority... just not enough time...

Fortunately, all the reasons are good and positve, but will mean much less blogging, for the time beign.

Friday, June 12, 2009

"Enharza" submitted to Fight On!

I have just e-mailed Calithena my "Enharza" submission for Fight On!. This session was the first playtest of the Enharza and the "one-page city" concept. The material submitted ended up consisting on 6 pages. The intention is to make it as much "user friendly" and "game usable" as possible. Hopefully, it will turn out like this:


1st: The 2 page DM description, key, encounter tables and keyed map of Enharza.
2nd: A full page sewer's map
3rd: One-page guide on "How to use Enharza" together with the sewers overview and encounter tables.
4rd: A full page unkeyed "Player's Map" of the city, which will probably be blank on the other side, so that you can tear it and give in to your players in the game. If it doesn't turn out that way, you can still photocopy it, making as many copies as you need.

I am very happy to submit something to Figh On! again, after my first smallish submission for the mythic first issue. A rather busy life, and the fact that English is not my native held me back, but I hope I can contribute more regularly to the wonderful Fight On!, that's something really special to me. Ideally, it will be more city oriented stuff, because I think the hobby is needing more of it. It's something pretty much unexplored in the OSR, I believe.

I hope people like Enharza and feel inspired by it! And if you plan to play it, great!

Geordie Racer is already a city master. He has created 3 fantastic one-page cities with many innovative ideas. Check them out.

Wednesday, June 10, 2009

Octopus Wednesday #3

Here is an 100% REAL, no make-up, non-fake photo capture of a giant land octopus. This sample of the truly existing sub-specie was captured yesterday on an Argentine home. The family had been feeding him since he was a baby octopus in their backyard, but we don't know any further information because they were all strangled and devoured by the tentacled monstrosity.





Tuesday, June 9, 2009

Quotes from the High Fantasy vs. Sword & Sorcery discussion

So I took my little article over to ENWorld just to see what happened. I was not that surpriced, of course, about some diametrically opposed opinions in the line of "You are totally wrong!!" vs. "Very good analysis" - that's what you can always expect from that forum. But most of the discussion was very interesting and enriching.

I will post some quotes that might clarify my ideas. I'm sorry about this messy way of presenting things. I'm a bit busy with life right now.

After the discussion, I think I might have to revise some of the terminology and concepts, but my opinion has stayed more orless the same.

Rogueattorney wrote:
Dragonlance was the bellweather event in the transition Zulgyan is describing. You had to alter or ignore a number of 1e rules to run the original 1e Dragonlance modules. Among them xp for wealth and taking campaign time out to train. Both of those particular rules were dropped for 2e and the main reason why was to fit the epic campaign paradigm seen in Dragonlance and then emulated in many, many adventure modules thereafter. In a race to save the world from the Dark Evil Overlord, who has time to scrounge for gp or train?

Other than I6, the other two campaigns didn't have a single thing published for them until 1987, the year before 2e came out. The big shift had already happened. They were written with the latter, non-S&S concept of D&D in mind.

Frankly, I don't see why it's controversial at all to say that the folk who came to the game in the mid-80's or later were coming to the game familiar with a fairly different style of fantasy than those who came to the game earlier, and would thus have some different notions of how the fantasy world should work. I, for one, can say I got a much better understanding of what Gygax and co. were trying to do after finally reading some Lovecraft, Vance, and Anderson.

Zulgyan wrote:
1) I don't wish to be controversial. I want, if posible, end with the old school vs. new school conflict and take the discussion a bit higher conceptually, and see where all the controversy comes from.

2) There are some obvious difference bewteen how literature and gaming work. To keep the article shot, I just focused on the similarities.

3) Conan wins against all odds because he is a literary protagonist, no doubt. But the novels constantly stress that it's all about his own skill, resourcefulness and luck, with no intervention from a Christian-like god how wants good to win over evil. His story is a "success story" that had no guarantees of being that way - that's how the author presents the world. An uncaring, amoral universe. Conan wins because he is strong, not because he is good.

That can be recreated in gaming, by reducing DM intervention to "keep the story right" and by reducing the system elements that control plot: balanced encounters (even though it might be a misinterpretation of the rules, it is one misinterpretation that is quite widespread), treasure prescriptions, linear adventure design, etc.. If you take distance from story manipulation and you reduce player entitlement, and you just let the players alone with no DM or system help, struggling against a hostile world: the end result will
feel much more like a S&S novel. All their success will be self gained.

But don't take this to the extreme of course, we are talking about just an guiding principle that can have it's exceptions.

2) In S&S literature you have
gods with minuscule, not the judeo-cristian God that has a plan of salvation where good will triumph over evil. S&S gods are just superpowerful beings, that commit mistakes, have character flaws, and fight each other to control the world, not to redeem it. And they are not responsible for it's creation either. So they are not really gods the way most modern theology and philosophy interpret it. That's why I used the word atheism, that might have been confusing. But remember that Howard was himself an atheist, and the gods from his novels are a criticism to theism in a symbolical way, because the are either evil or unhelpful.

3) The cleric class is confusing, but you can interpret their gods as just a powerful beings who can squish vancian spells into your brain.

More on that last point later!!

Zulgyan wrote:
1) I think some are missing the point that, what defines HF vs. S&S is the underlying worldview and moral system - basically: God on the side of good vs. No God, or God takes no sides.

2) The presence of demi-humans, clerics, vancian magic or not, etc. are all
secondary to that, IMO. So sword & sorcery is not necessarily about barbarians vs. evil sorcerers. That's how it is in many popular S&S novels, but it does not need to be necessarily that way. You need to look at the higher concepts and themes of the novels.

3) I agree that D&D and westerns have much in common. Specially the spaghetti-westerns of Sergio Leone: "The Good, the Bad, and the Ugly", "Fistful of Dollars" and "For a few dollars more". I heartily recommend those films, and their plots are very very D&Desque

4) Yes, RPGs are bigger than Gygax, agreed. But when you analyse the RPG
he authored, he is a main reference for interpretation, ins't he?. What John Wick says about Houses of the Blooded will be more relevant that what Ron Edwards says about that game.

5) I think that OD&D and 1E as games that captured very close the spirit of S&S, was not
that intentional on part of Gygax. Not very consciously, IMO, he captured the spirit of S&S because in his game, the fact you where good or the protagonist, made you in no way special.

6) When authors write their novels, they don't justify the survival of their protagonists
solely on them being them protagonists. They introduce an additional justification, to create an illusion that they survive because of other reasons than just being the protagonist. On general terms, in HF novels it's because higher forces of good will never let evil triumph. In S&S it's because the protagonist is skillful, lucky and resourceful, not because he receives aid from above.

Saying that the only survive because they are the protagonist is a very poor reading of the novels. You have to look at the illusionary reason the author uses to justify their success. That illusion tells you a lot about the imaginary world of the author.

7)
4E is not a pure HF game. To be a pure HF game, you need a mechanic that makes good always win over evil. 4Edoes not have it, for good IMO. But 4E has introduced some "plot control" mechanics that make the HF premise easier to achieve, the premise being "good will win over evil".

This are:
1) Automatically Balanced encounters: the game is telling you
when and what should be encountered. That's plot control right there.
2) Treasure prescriptions: the game is telling when should a magic sword be gained. That's also plot control the way I see it.
3) Less randomness, more predictability, that will reduce "bad surprises" that can frustrate the fulfillment of the HF premise: good will win over evil.
Zulgyan wrote:
I want to encapsulate the thesis of my article as briefly as possible:

A lot of the changes in D&D during the course of it's history can be explained by the conflict between two fantasy genres that are based on diametrically opposed world-views: High Fantasy vs. Sword & Sorcery.

The game started strong on the Sword & Sorcery genre, but slowly, as a majority fans wanted to play the game in a fashion closer to High Fantasy, elements of plot protection slowly made their way into the game.
Zulgyan wrote: (Was Sauron's defeat, in the Catholic inspired LOTR, inevitable?)
According to Catholicism, even though God respects human liberty, good will always finally triumph over evil. In fact, evil has already been defeated by Christ on the Cross. So yes... you could read that Sauron's defeat was prophesied or mandated. Gandalf, who is in part an allegory of Jesus, even prophetisizes that "Gollum still has a role to fulfil". So he knew how the ring was going to be destroyed beforehand.
Zulgyan wrote:
Well, Fafhrd and the Gray Mouser are a duo. I don't think that individuality is necessarily a caracteristic of the genre. Maybe Howard wanted to stress that nobody, nobody helped Conan, that he was all by himself.

But I think that teams can also be part of the S&S genre. Individuality is no essential - it's the means by which they succeed.
ZULGYAN WROTE:
Here is Conan turned into High Fantasy, as an example that the common tropes of the genre are not what define it