Showing posts with label cannibals. Show all posts
Showing posts with label cannibals. Show all posts

Friday, May 4, 2018

Surprise and Surrender (Thief Incentives P. 2)

[continued from here]

I think it's rather telling that several of the thief skill percentages (open locks, find/remove traps, and pick pockets) were increased in AD&D to that of an OD&D/B/X thief of the 3rd level, even before adding racial bonuses or adjustments for ability scores and lack of armor (see the Unearthed Arcana).  That right there provides me with a justification for adding bonuses based on dexterity, as postulated in my prior post.

Still, though, let's talk about giving the 1st level thieves reasons for using those skills.

Open locks is rather straightforward, and doesn't really carry much risk. Assuming the thief can afford her tools, there's no reason NOT to try opening locks that are found. You'll be saving your wizard the use of a knock spell, and giving your party a chance to preserve treasure chests (for carting coins), and moving stealthily (rather than chopping down locked doors). Upping the percentage chance via a dexterity bonus just ensures an increased level of effectiveness (i.e. the locks will open more often than they would otherwise).

Climbing sheer surfaces, which I take to mean "free climbing" (without rope or equipment), carries a fairly sizable risk: death. It is explicit in the text that a failed roll results in a fall from the halfway point of the climb (checked once every 100'), and multiple D6s of damage is generally going to splatter a low-level thief all over the flagstone. That's pretty rough. On the other hand, the thief's chance of success is 87% even without a possible dexterity adjustment (and here I'd only add +1% per ability "pip," rather than +5%) meaning there's very little possibility of failure even at 1st level. Cautious thieves making extensive climbs (requiring multiple checks) might make use of spikes and ropes to prevent falls once the first successful roll has been made (tying off at the 100' mark).

Hearing noise and finding traps has the same success chance for the 1st level thief as most other player characters (they hear like a demihuman and should never have less than the 1 in 6 chance of discovering a trap that any non-dwarf PC has); as such, performing those skills aren't any more "risky" than any other character (the only risk is in potentially failing to spot a trap or hear an opponent). Removing traps is another issue, and should always receive the suggested dexterity bonus. However, it's important to note that NO WHERE in the (B/X) text does it state a failure at trap removal results in springing the trap. The example of Black Dougal dying from a poison needle comes not from missing a disarm check but, rather, from failing to detect the trap on the chest, and then proceeding to open the chest anyway. It is likewise important to notice that Dougal still receives a saving throw (just as any other PC would) and at low levels requires a 13+ to avoid the traps effects. That's a bit like saying the character had an additional 40% chance of "deactivating" the trap (assuming that the trap is only capable of delivering its damage once) and that, I think, is a reasonable risk to take to save the entire party a bit of heartache.

[the 20% chance to remove (assuming DEX16+) + 40% chance to save results in an overall success rate of 52%...better than the chance to hit armor class 8 at as a 1st level character]

Hiding in shadows and moving silently are those skills that allow thieves to stealth around like ninjas, and have a low chance of success even with a dexterity adjustment. However, both interact powerfully with the surprise rules in B/X. Hiding in shadows allows the thief to become invisible in even the slightest darkness, though it is clear from the AD&D text that creatures with infravision will still detect a thief unless there is a nearby torch or heat source (like the kind that might cast shadows...*ahem*). B/X plainly states that infravision is useless even with in "magical light" (page B21), meaning thieves can feel fairly confident of remaining hidden in any situation where they themselves can see their opponents (i.e. due to the presence of illumination). In a fantasy setting like D&D, such an effect can seem semi-magical (a sudden vanishing into darkness), similar to the supernatural portrayal of the assassin's disguise skill in the television series Game of Thrones. There is no stipulation that the thief need be unobserved to perform the skill; a simple skill check allows the character to fade from sight instantly...and as well should provide complete cover (as per page B26). In a normal combat situation (with party members relying on light sources), a successful hide in shadows should allow the discreet thief to completely avoid injury except of the collateral variety (errant fireballs and whatnot). A hidden thief should be able to attempt a surprise roll (possibly at a bonus) with no possibility of being surprised herself, save by invisible creatures.

[creatures with powerful olfactory senses might be a different story, however]

Moving silently allows thieves to sneak up on (or past) guards and creatures, facilitating a better than usual surprise chance. Bugbears "move very quietly" and achieve surprise on a 1-3 "due to their stealth" and the thief who succeeds at her skill roll should receive a similar (and probably better) bonus. After all, the thief is moving silently, not just quietly; for me, I'd probably allow a successful roll to indicate automatic surprise for the thief (an opponent fails to notice the thief until she is already lunging for the attack). However, even on a failed roll, the thief should still receive the normal surprise chance of any other character (2 in 6 chance); thus, similarly to the "remove traps" skill, the chance of the thief to achieve her aim (surprise) is actually greater than the skill percentage would indicate: about 53% for a 1st level thief (assuming the +10% bonus of a 16 dexterity).

And a thief that obtains surprise should always be allowed her "backstab" bonus.

Finally, we have the somewhat problematic pick pockets skill. Problematic as the book's example shows the thief stealing from an NPC member of the thief's own party; even the basic class description contains the text:
As their name indicates, however, they do steal -- sometimes from members of their own party.
...which sets a fairly bad precedent, considering we want players to be working together, cooperatively. Fostering inter-party conflict is NOT conducive to long-term sustainability!

I know some folks use the skill as a catchall for any sleight-of-hand a thief might want to perform, but really, how many times do you need a stage magician in a dungeon setting? Not many.

No, let's look at the typical Oliver/Fagin-esque ability. Unlike AD&D with it's "dice for random item" method of determining what's been pilfered, no such stipulation is made in B/X; my assumption is that the thief can choose what she's going to lift on a successful check. And while I would NOT recommend stealing from one's fellow party members (NPC or not) there is, I think, an oft overlooked way the pickpocket skill is underutilized: as a means of escaping capture.

"Capture? I thought DMs were supposed to avoid imprisoning PCs because such de-protagonization sucks, JB." Be that as it may, PCs can still choose to voluntarily surrender...and why shouldn't they, especially when faced with overwhelming odds? Most intelligent opponents will accept surrender, rather than risk more bloodshed to their own people. Lawful species (dwarves, elves, etc.) can be expected to treat such prisoners humanely, and humans of any ilk will likewise prefer captives, either to prosecute under their society's laws, to attempt to secure ransom, or to impress their prisoners into labor (bandits and pirates might offer captives a chance to "join up"). Even cannibalistic humanoids are unlikely to butcher PCs that surrender, instead keeping captives alive for later consumption; killing them all at once would lead to "food spoilage," after all (and besides, by the time surrender comes, there might already be casualties fit for stew pots).

Here's the thing: being captured probably won't make PCs as vulnerable as one might suspect. It's not like they're going to be slapped in stainless steel handcuffs or leg shackles. They probably won't even be bound (being surrounded by armed warriors after divesting themselves of weapons being considered sufficient precaution). The characters will be marched off to whatever passes for a "holding cell" and thieves will have plenty of opportunity to pilfer the key to the cell, or a knife to cut cords, or some other useful item. Once secluded, the party will have ample opportunity to escape by whatever means the thief has managed to secure.

[or course, the thief may very well have her lock picks anyway. Unless the PC has some humongous reputation, she's unlikely to be recognized as a "thief" but rather a lower class (i.e. "poor") fighter...besides which medieval jailers are unlikely to do serious "pat-downs" for anything smaller than a hand weapon. Regardless, a successful pocket picking can allow the thief to purloin a key (removing the need for an open locks check) or a small knife (as a means of defense and backstabbing once escape has been obtained)]

The point being that the inclusion of a thief...even a first level apprentice...provides a party with additional options, not simply limited to fight and flight.

Thoughts? Are these ideas enough incentive?

Wednesday, October 22, 2014

Hating on Lizards

Fast Paraguayan Fun Fact: All over Asuncion, there are these little yellow lizards that are all about getting into your home and scaring the beJesus out of you in the middle of the night by showing up on walls and counters and such. Some are tiny...barely over an inch...though I've seen some as long as eight or nine inches (these you bat with brooms). They're a damn plague is what they are; not as bad as the cucarachas, but...ANYway, the funny thing is, they're not native to the country, or even to the continent. Some years ago, a person brought a box of lizards to Paraguay from China, and the lizards escaped into the wild and they've been here ever since. Kind of like the damn chickens in Kauai. Now why anyone would want to bring a box of lizards from China (or anywhere else) is still a mystery...

You might think this is some kind of segue into a discussion on dynamic dungeon ecosystems or something, but you'd be wrong. My brain is not working hard enough this morning to generate that kind of power. No, I just hate these damn lizards. I've never liked creepy-crawly things, I've never been a fan of the outdoors or camping, and it's a constant irritation that I'm the dude that has to deal with this shit when my wife or kids are freaked out 'cause I'm the "man of the house." Seeing as how I'm about the least "manly" man I know, you'd think I'd get a pass or...well, whatever.

[actually, now that I think of it, I do know at least a couple of guys who are "less manly" than myself (they will remain nameless), but I really had to think about it. I'm pretty much a cream puff...though I do like hiking the occasional mountain]

No need for a loincloth. Really.
Lizard men, on the other hand, is something I can definitely dig on...at least as an RPG monster.

Lizard men...I prefer that term to the gender neutral "lizard folk" because to me folk implies some sort of family/culture (which I don't like my monsters to possess) and I think the archaic use of "man" as a gender neutral term harkens back to Old School pulp of which the monster was most certainly born. Besides, can you really tell the gender of a lizard person? Shouldn't we just call 'em "lizardoids" or something?...

*ahem* Lizard men (as I was starting to write) first appear in Supplement I (Greyhawk). They are not present in Monsters & Magic (book 2 of the LBBs), which isn't all that surprising when you consider that the entirety of the original monster list falls into one of these categories:

  • carryovers from Chainmail (and its Tolkien influence)
  • derivations of creatures from Chain mail (horses, for example)
  • human antagonists fit for wargaming (pirates, bandits, etc.)
  • creatures from Saturday matinee horror flicks (vampires, giant insects, The Blob, etc.)
  • creatures from (mostly Greek) myth...though these may in fact be based on film, too (of the Ray Harryhausen Sinbad variety)

It isn't till Greyhawk that we start to see creatures derived from more literary sources, especially pulp fantasy and science fiction. Though maybe these, too, are found in horror and SciFi cinema...I'm not a huge lover of the B-movie genre, so I don't have the "chops" to really give a proper analysis.

Actually, in reading a few articles on-line about where these critters came from (many derived from Gygax's mind...at least their abilities, if not their names and images)...I see I'm waaay off base in my assumptions. Many times, Gygax was just "stretching things" to make them fit the needs of his campaign. Many images of iconic monsters (like kobolds and pig-faced orcs) simply come from the artist's rendering (and we've been using those images, incorporating them into the stats and background color ever since).

Well, at least that's better than simply making monsters to fill a niche created by a class ability.

As you might have guessed, I'm thinking about monsters today (well, and lizards...though they only come out at night). A lot of fantasy heartbreakers get dinged (in part) for their zealous adherence to the same old-same old equipment list found in the PHB (and elsewhere). For me, I'm considerably more concerned with the list of NPC antagonists (i.e. "monsters") that I want to include, and making sure they're distinct from "what has gone before," as well as being part of an internally consistent cosmology.

It's not just about re-skinning ghouls as "plague zombies," or orcs as "subhumans;" it's about creating the right flavor of adventure with the right creatures. Gygax made his gnolls "hyena-headed" because he needed something "more evil" and "disliked hyenas intensely." This just feels terribly appropriate to me...I feel the same way about lizard men. While all the entries for lizard man read about the same (from Greyhawk to Mentzer), the best summary of the creature can be found in Holmes's (two sentence!) description:
"These aquatic monsters will capture men in order to take them to the tribal lair for a feast, with the man as the main course! They are at least semi-intelligent and use weapons such as spears and clubs."
Really, that's all you need to know. They eat people, but they have the rudimentary intelligence to form a tribal structure and manufacture crude weapons. In other words, they are (presumably) aware of sentient beings (being sentient themselves) but choose to eat them! How evil is that? Kill 'em all!

Of course, the fact that they are much bigger and stronger (HD 2+1) than humans with a hide like mail (AC 5), means that they're a scourge that ain't going away anytime soon. Sure, a posse of mounted knights could drive them away on the open battlefield, but it's a fool's errand to take a horse and armor into the swamp with the aim of "stamping 'em out." And if lizard "folk" multiply like lizards (birthing half a dozen at a time), how long till your pseudo-medieval countryside is crawling with them, the same way Paraguay is crawling with these little scaly bastards?

Just a thought. I like lizard men in games, because I hate lizards in real life. Those folks with pet iguanas and such? I just don't get it. I've had roommates in the past with two foot (plus) long lizard pets, and while they're "fine" in the cage, taking 'em out and letting 'em run around was just...well, let's just say I used to drink even more than I do now (*ahem*). Anyhoo...

I didn't put lizard men in Five Ancient Kingdoms (though it would've been easy enough to do so) because they don't "fit the fiction" of the game (pulp fantasy versus mythic Arabia). But they're definitely going into the new heartbreaker, if I can make them fit the cosmology. And they're going to be the kind of creature one will feel no compunction about killing, sans hand-wringing.

'Cause I really, really don't like lizards.

[as an aside, if you want to add lizard folk to your Five Ancient Kingdom game, the stat-line would look like this:

HD: 2+1, Armor: Light, Hit/Kill: 8/12, Move: 6/12, Mettle: 4, Save: H2, Hoard: D

The monster works well with the "sword & sorcery" alternate setting described on page 48 of Volume 3, Dragon Master Secrets]

Wednesday, June 15, 2011

Sometimes the Bear Eats You…

Just watched David Mamet’s film The Edge last night, thinking about Bear Week. I’ve long been a fan of Mamet’s work (American Buffalo, Glengary) and The Edge is certainly exceptional, but yesterday was the first time I remember seeing it all the way through. Yes, I’ve caught it a half-dozen times or so on TV but I always seem to come in right around the last half-third of the film (or I miss a big chunk in the middle).

Somehow I seem to have missed the scene where the bear eats the buddy. Wow!

While a blogged about the abomination of monsters eating people before, sometimes one forgets that those cute, cuddly bears we love to protect from extinction do sometimes eat human beings (yes, I HAVE seen the film Grizzly Man; no comment on Mr. Treadwell at this time). To be fair to bears, they eat everything…including each other and their own young!...when they’re hungry enough, and they require quite a bit of sustenance to keep them going. I don’t consider bears to be an “abomination” as I do orcish or goblin cannibals. When all is said and done, bears are still a part of nature and are just doing that “natural thang.”

Eating.

What’s more interesting (to me) is the idea of the “man-killer” bear…that a bear that has killed (and eaten) a human develops a “taste” for man-flesh. Or (to put it another way) that an animal normally not overly-concerned with human interaction has now redefined its relationship with people as “predator and prey.” I have no idea if this is simply an urban myth or if it the reason why bears who have killed humans (like the grizzly that killed Treadwell) are in turn destroyed by wildlife rangers. After all, I don’t think we’re killing the bear as a form of “punishment” or “capital judgment;” bears know nothing of human laws, only obeying the law of nature. Why then destroy an animal that has done that which “comes naturally?” I can only guess that there IS something to the “man-killer myth”…or at least there is a FEAR that there is something to the man-killer story.

For the purpose of a fantasy RPG like D&D, I say “err on the side of myth.” Duh. When you’re dealing with dragons and harpies and ochre jellies, of course you’re going to take the mythic/Hollywood angle!

According to the Moldvay Basic set (page B24), unintelligent monsters will cease pursuit for dropped ration 50% of the time (a roll of 1-3 on a D6). This is actually a pretty simple, easy-to-use rule and I’m inclined to use it as is, though I’d add +1 to any roll involving a grizzly/polar bear and – 1 to any roll with a black bear. Here’s what the roll can mean for a pursuing bear:

Roll 1-3 (stops for food)

- Bear is hungrier than it is upset/aggravated and will stop to eat food
- Bear only attacking because it’s hungry; food good!
- Bear only defending territory; combo of party’s removal from territory and food (positive) incentive is enough to break off attack

Roll 4-6 (ignores food)

- Form of rations dropped doesn’t appeal to bear
- Bear enraged beyond reason by party presence/encroachment
- Bear is a man-killer and will only stop to eat dead adventurer

And regarding that last one, if a party flees after a member has been “downed” (i.e. killed) it should count as the party dropping rations. That is, the DM should make the same roll as if the party were throwing food to the bear…in a very real way, they ARE. Something as big as an adventurer should be worth a +2 to the food roll (only a bear enraged beyond reason would pass up such a large meal).

However, even should a party evade the pursuit of a man-killing bear they’ve got a bigger problem: the bear may very well decide the party is prey worthy of being stalked.

Even after eating the party’s dead companions, a bear may continue to hunt a party within its territory, though it probably won’t get hungry again for a few hours. A male bear’s range is LARGE, hundreds of square miles, though they won’t travel any faster than a normal unarmored man on foot (probably a maximum of 6 to 12 miles per day through a forested, mountainous region like Alaska). Bears can smell for miles, and will track the scent of food and blood (wounds) looking for a kill to scavenge. Unless, the party can reach civilization (bears will generally avoid large groups of people) or find some horses, chances are a man-killer bear is the only “wandering monster” the party will need to worry about once it’s picked up its trail (with an automatic daily or evening encounter).

Black bears, by the way, are much less aggressive than other types of bears, and will often attempt to climb trees or run from encounters with large groups of humans (unless hungry and food is present and available). In general, I would avoid including “man-killer” black bears…only brown, polar, and cave bears have the temperament to come looking for trouble (brown bears will even hunt the smaller black bears, as well as stealing/scavenging their food). If a black bear is encountered as a wandering monster in the wilderness, it probably shows us during a party’s “meal break.” Use common sense here.

Okay, back to the mean ones…REGARDING PURSUIT, a brown bear has an overland movement speed of 30-35miles per hour at a dash. This means it’s faster than ANY adventurer not using magical speed enhancement. Polar bears are just as fast, though it’s slower (in general) to run over snow…polar bears can also swim around 30km/hr. I have no stats for a cave bear, so I’d probably just use the speed listed in the Basic set.

WHAT DOES THIS MEAN? It means that a party that runs from an aggressive bear withOUT leaving food for it WILL be brought down from behind. Find the slowest member of the party, and make your attack rolls on that poor sucker, including the +2 attack bonus from behind and no shield penalty. If in doubt of who’s the slowest, I use the character with the shortest legs (dwarves, usually). Bears generally won’t split their attacks…they are a predator that focuses on bringing down one animal (for the purpose of eating, usually). Once it does manage a kill, it will most likely focus on eating/protecting its meal, unless the party continues to piss it off.

Bears are good climbers and have no problems running down hills or swimming, but a closed door will usually be enough to deter them if they can’t smash it open with a single blow (heavy iron-bound oak with a cross-bar is good for this).

However, if you feed a bear (either by throwing it rations or leaving a dead buddy on the ground), it is LESS likely to leave you alone in the future. Dropping food for a bear is a short-term solution to pursuit…it will continue to come back to the gravy train whenever it gets hungry. Stay in a locked cabin or barricaded cave long enough and it will get bored and wander away (probably to look for other food), but it will continue to come back as long as the adventurers are in its territory (see above) and it thinks it can get some kind of meal out of them.

Regarding crowds: bears will be discouraged from attack by large numbers of VISIBLE people. When a wandering bear surprises a party, or a pursuing bear chases a group into a populated area, a DM should check morale before making any kind of attack if there are a bunch of humans/demihumans milling about:

Black bears: more than two to three people
Brown bears: more than four to five people
Grizzly/Kodiac*: more than six to seven
Polar bears: more than eight to ten
Cave bears: don’t need to check morale to attack

*Any brown bear with 30 or more hit points can be considered to be a North American grizzly; these monsters attack and do damage as a polar bear rather than a standard brown bear; they award XP as if they had 6HD.

Wednesday, April 6, 2011

E is for Eating People

[over the course of the month of April, I shall be posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. Our topic this month? Things necessary to take your D&D campaign from “eh, fantasy” to “kick ass.” And who doesn’t want that?]

E is for Eating People, specifically the player characters though “people” can refer to the PCs’ friends and family instead.

One of the truly horrifying things about old school monsters is their tendency towards cannibalism (defined here as “the eating of sentient beings”). Bad enough that you might get clubbed to death by an ogre or skewered by a pack of goblins…waking up in the stew pot is a whole ‘nother thing to scream about.

Really, I find little to be quite as terrifying as being hunted and used for food. I think it’s why so many horror movies involve cannibalism in some way, shape, or form. Ugh. It’s enough to make the truly empathetic become vegetarians.

But it’s a part of the old school game, one often found in your ancient TSR adventure modules…even the “beginner” modules like B2: Keep on the Borderlands. Skulls picked clean and left on display are just evidence that you will be EATEN if your character should fall or be captured by a humanoid tribe. Forget being ransomed for gold (ha! Like your 1st level characters have any extra gold after buying equipment).

You’ll be lucky if they kill you first.

CANNIBALS. Eating people! I just don’t think I can convey how terrible the concept is. I read and watch a lot of “post-apocalyptic” fiction and the idea that humans are so lazy and incompetent about food procurement that they will resort to eating each other (after the family pet, of course) scares the shit out of me. I’d use my beagles to hunt squirrel before I’d ever eat them, let alone my next door neighbor. *sigh* …but that’s just me, I guess.

Anyway, the eating of people is something that should drive home the horror of monstrous humanoids for players. It’s one thing to say, “oh, I’m Lawful, I don’t think I can kill the little orc children.” It’s a whole ‘nother thing to see the cute little orc children gnawing on A HUMAN ARM…an arm wearing the BRACELET OF YOUR SISTER!

Remember what I was saying about abomination before? Eating people is just about the worst of these (REALLY). And as I said, you’re lucky if they’ll kill you first. What if they just keep you captive and take a piece at a time, as needed? How long will your character last before trying to kill him or herself? How many fingers or limbs do you have to lose? Tasty, tender parts (eyeballs, testicles, tongue) may be cut from your body to use as aperitifs or dessert dishes while the “bulk” of your “meat” is kept alive waiting for a rainy (and otherwise meatless) day.

*shudder*

Drive it home for the players. If they abandon a fallen comrade while retreating for a rest break, they should find their buddy in the larder when they return. If they ambush humanoids during dinner, make sure you let them know what it is the creatures are “feasting upon.” As I said in the abomination entry, any sad sack looks like a hero when he can put an end to monsters like this.

Why do you think I included the wendigo in my B/X Companion?
: )

Tuesday, October 19, 2010

JB Goes Soft, Everyone Survives

AKA Big Ass B/X Session Part 3

Let’s see, let’s see…where was I?

Oh, yeah…going soft in my old age.

Sludge, slosh, slosh trudged the party through the heat and humidity of White Plume Mountain’s interior dungeon complex. It wasn’t long past the pit that the players encountered their next challenge.

The length of the corridor was lined with gleaming copper plates, each mounted from just above the waterline nearly to the ceiling. The copper was polished to a highly reflective sheen, reflecting the flickering torchlight many times, lighting the corridor with their gleaming luster.

Hmm…

One party member (Gustav? Maybe) was chosen to sally forth along the length of the corridor. As he slowly advanced, the warm air seemed to become even more oppressive. He found he was sweating. Touching his armor he found it warm to the touch, growing hotter even as he advanced. Tiny sparks flashed around the edges of his metal plate armor. He was becoming decidedly uncomfortable.

Gustav turned back. “Maybe we should send the thief.”

[Sly the thief was the only character NOT wearing metal armor]

Sly advanced farther down the corridor than Gustav, until he started to note the smell of burning cloth and leather…the rivets and buckles of his leather armor were actually starting to radiate heat, and a curl of smoke was rising from the dagger in its scabbard. Sly decided HE better turn back as well.

What to do, what to do…Brian the halfling volunteered to crawl the length of the corridor on his back, underneath the line of the plates, and simply poking his head up for occasional sips of air. Shucking his backpack and magic ring, he prepared to attempt the maneuver.

But Borgnine the dwarf had a better idea. “I have a ring of fire resistance…perhaps it will allow me to cross the hall unscathed!” The party figured this was worth a try and Borgnine plunged ahead, ready to turn back at the first whiff of singed beard.

No problema.

The party gave a little cheer as the dwarf waved to them from the end of the long hall. “There’s a chamber here!” he called. “And stairs going up to dry ground!” The party talked about how he might string the ring on a rope and pass it back to them for a one-at-a-time crossing. “Let me just make a quick check for secret doors, first!” Okay, the party would wait.

Tap-tap-tap. Tap-tap-tap. Borgnine (who was very good at analyzing the stonework whenever the party entered a new area), was just being thorough. However, imagine his surprise when a section of the stone wall actually began to swing out from the wall adjacent to where he was searching.

“Huh, I don’t think I did anything to trigger that.” He wondered aloud…as the gibbering horde of filth-crusted, slime-gleaming creatures poured forth, raking the dwarf with blackened nails ands and sharpened teeth.

He never even had a chance to lift his axe before being paralyzed by the ghouls.

Now let’s pause the action for a moment so that I can have a sidebar: ghouls are some scary mother-f**ers, okay? Flesh eating cannibals, sure…that part’s bad enough. But claw-claw-bite attacks? Any one of which will paralyze your ass? It’s a good thing that elves ARE immune to ghoul paralysis (which I always thought was kind of weird), otherwise a pack of ghouls would tear a number of parties to shreds.

Now I don’t know about you, but I generally play that a paralyzed character can be slain immediately by any creature taking a round to do so. In practice, getting paralyzed by ghouls pretty much means you’re destined for the soup pot. There’s precedence for this (I think of the “example adventure” in the DMG), but really it’s kind of left up to the DM how to handle this. Can a “held” or paralyzed individual only be slain by an edged weapon? Do ghouls’ claws and teeth count as “edged weapons?” Yeah, probably.

However (and I can barely believe I’m writing this), at this point in our session I wasn’t ready to outright kill any of the party members. See, contrary to Trollsmyth's opinion, I don’t think death is boring…I’m sure poor Borgnine would have found being eaten alive while unable to scream a fairly UN-boring experience. However, heroism (in my mind) is courage in the face of suffering, and the party hadn’t suffered enough yet to warrant a hero’s death.

Besides Josh was one of the new guys…Jeez, JB, how mean are you?

Actually, Josh was more afraid that he was going to drown from being paralyzed facedown in 12 inches of water. Man, I don’t even need to try…the players are ready with suggestions for offing themselves! I decided that the dwarf had been paralyzed face-up, and the ghouls were taking their time with eating him…cavorting around, ripping at his armor, pulling a tender morsel from here or there…

The party decided it was time to mount a rescue. Brian was already set to go…and started crawling…slowly. Farnsworth started stripping out of all his armor and gear to make a “bundle” he could haul down the corridor with a rope. Gustav asked, “what if we just ran down the length of the corridor as fast as possible?” and decided to try that.

The induction field heats metal as it passes between the copper plates…the farther one travels the hotter metal gets (and the more damage an individual takes). Each 10’ interval beyond 30’ or 40’ does a certain amount of damage, the amount increasing the farther one travels. The module states that anyone running the length of the corridor “takes all the damage” from each 10’ section. Enough damage to flash fry anyone foolish enough to try such a tactic.

I rolled for damage and it was plenty enough to incinerate Gustav…but here again I paused. Certainly, the fighter should be penalized for his folly, but would any sane person push himself past the point of flesh crisping pain and bone melting agony? I decided to allow a saving throw versus Death Magic. Success would indicate the fighter turned back prior to death.

[O the shame of going soft!]

Truly, I thought it silly that anyone could tear through the hallway (in a foot of water and muck!) fast enough to burn to death. Gustav made his save, and I ruled he took 75% of the damage…half what he would have taken before turning back, and one-quarter of the damage on his return trip. Needless to say, he was still in a world of hurt (I believe he was down in the 5-7 point range after being up over 40) and none-too-eager to get into the ghoul fight.

Alstar the cleric cast resist fire on himself and hustled down the corridor (past the halfling) while the others watched. “This is where the cleric gets a chance to shine,” said someone (maybe Josh, maybe Matt #1).

It only took a couple 10 second rounds for the courageous cleric to get past the copper plates, holy symbol brandished, and shield at the ready. “Get thee back to Hell!” (or something) was shouted…at least in my imagination. Luke just said, okay I’ll turn them. Great.

According to the text of White Plume Mountain, the ghouls each wear medallions that make them immune to clerics’ turning attempts.

Now some of you who have been reading the blog lately may recall certain griping I did regarding this very kind of thing…how does one prepare for un-turnable undead? Why would one presume undead would be un-turnable…and thus send your cleric into certain doom? Because that’s what was going to happen in this case…the cleric’s turn attempt would auto-fail and the ghouls would shred him while the rest of the party watched, just as had happened with the dwarf.

I decided to be strict with my interpretation: ghouls could not be TURNED…but a 7th level cleric DESTROYS ghouls and the medallions weren’t strong enough to resist his holy might. The cleric blasted all but two of the ghouls and the players were thrilled even as the remaining ghouls fell upon him, while I hid my secret shame at being so easy on the players…

In the following round, Alstar (All-Star?) blasted another with dispel evil...and then he fell beneath the envenomed claws of the final ghoul.

Meanwhile, Farnsworth was attempting to pull his bundled armor and weapons through the sludge using a rope. The module is pretty specific that this kind of action won’t work; the heated metal burns through any rope or bindings leaving a steaming pile of red-hot metal in the middle of the corridor. Un-deterred, the naked Farnsworth ran back to the party to retrieve the 10’ pole…he was going to push the pile to the end!

Brian the Halfling finally finished his crawl and popped up ready to do battle. However, he was a little beat from his recent submerging and had a difficult time landing a telling blow. Meanwhile, the ghoul clawed and scratched the stout-hearted Leftfoot, but somehow, the halfling’s fiery blood shook off the effects of the creature’s paralyzing attack (love those Halfling saving throws!).

Brian was forced to go toe-to-toe with the remaining ghoul for three or four rounds, both landing blows but neither succumbing. This was the length of time it took Farnsworth to finish prodding the flaming bundle to the end of the hall (his pole was charred down to 8’ or so by this time). Having purposefully left his sword hilt exposed and jutting from the pile, the burly fighter drew and hewed the ghoul from behind, finishing it in one flaming swing. After which, he likely dropped the weapon and cooled his hand in the murky water.

While the party waited for the ghoul’s paralysis to wear off, Brian figured out a way to rig the dwarf’s ring of fire resistance on a rope while Farnsworth joked about tea-bagging his helpless companions.

To be continued…

Thursday, August 12, 2010

O You Bastards...


That used copy of Dark Sun is missing the last 15 pages or so from the "Wanderer's Journal;" basically all the monster section.

Welp, that's the price of getting something used. I knew it was missing the maps already, but maps aren't what I wanted it for. What I wanted was to check out the rules/background and see if I could use it/adapt it to make a B/X campaign setting.

The answer: oh so very easily.

In fact, in my not so humble opinion, I'm pretty sure I could make a knock-off better than the setting as presented. Yes, this may just be my ego talking (or my fever...I've been running one over 100 degrees since last night)...but I'm pretty sure I could grind a little tasty treat out of this post-apocalyptic fantasy setting. And, yeah, it would be fairly easy.

Of course, it wouldn't be exactly the same...after all, I can go with the cheetah-like elves and (mostly) with the hairless dwarves. But cannibal halflings? Come on now! That's just...ugh!

Games Workshop's Warhammer has long had running gags about the appetites of halflings and their potential for cannibalism, but it's been just that: a gag. A joke. To make it a serious and sincere part of the game world...? I don't know if it's twisted enough that I like it or if it's too absurd even for my fevered brain. I think the latter.

I have a convention to go to tomorrow, and I'm supposed to be running a B/X game (the same one that got assed-out last Sunday), AND I am still sick. I need to get better SOON...like in the next 24 hours. How to turn off my brain so I can sleep???

Sunday, July 4, 2010

My Type of Post-Apocalypse (Part 2)


So Friday (or Saturday...my four day weekend is starting to blur together) I finally watched The Book of Eli. This was one of two post-apocalyptic films that came out last year that I never had the chance to catch in the theater, the second one being The Road. Back in January, while musing about PA and how dissatisfied I was with much of post-apocalypse gaming material I thought these films would...well, actually, I'm not sure what I thought they would do, but I expected them to be pretty good movies. Now, having watched both (I saw The Road a couple weeks back), I can safe with confidence that, well, I'm disappointed with both.

I would have to say I was MORE disappointed with The Book of Eli, probably because I was expecting more from it...I had read more positive reviews of the film after all (though possibly it just had more reviews period than The Road, a fairly bleak movie for something out of Holywood). But as far as an entry into the PA genre I found it fairly lacking. Despite a rather creative premise (no, I'm not talking about the Blind Fury rip-off...THAT's not creative...I'm talking about the whole Bible lust instilled in the primary characters). Here's the thing: the film didn't really meet the two standards I'm looking for in the PA genre (or at least, wasn't up to snuff in addressing them), namely the "Grim Struggle for Survival" and "Community Building."

Oh, yes, there was some struggle, but it was fairly paltry. Once the film-makers establish, pretty early on, that Eli is a consummate bad-ass that has little to fear even from multiple numbers of armed malcontents, the threat loses a bit of its sting. Plus, Denzel Washington is a little too goody-good to believe...I don't know, it felt more like I was watching a Frank Miller comic than a post-apocalyptic film.

I suppose it's difficult when comparing it to The Road, which is nearly too grim to watch. Yeah, I mean that. It's one thing to watch a guy with absolutely nothing going on starve to death by inches...it's another entirely to watch him do it with his child (while at the same time trying to protect said child from cannibal marauders). Hoo boy!

Anyway, compare and contrast how both films have a scene in which the protagonists find a "cannibal farm house" towards the end of the second act (i.e. about two-thirds the way through). Rather than posting spoilers here, I'd invite people to watch how the films with an eye towards how the film makers, including the actors, treat the scenario and the subject matter. Of the two, I find Eli to be considerably (and almost unforgivingly) lighter on the subject.

I guess that's what makes Eli more irksome in general...I find the whole subject of "Life After Boom" to be treated with a lighter and somewhat cliched hand. However, both films fail to scratch my PA itch by missing out on the 2nd, and more important to my mind, component...the process of Community Building.

I mean, if you don't have Community Building in a post-apocalyptic story, then there's only one of three things you've got, all of which run the possibility of lacking a social value:

a) a cautionary tale (see The Day After Tomorrow...this is kind of a "story-ized" version of Al Gore's global warming documentary).

b) a fantasy action film (see Six-String Samurai, perhaps The Book of Eli).

c) a depressing, fictional snuff film (The Road).


Actually, it occurs to me that perhaps I am being (as usual) a bit too harsh. It may be that I've actually left out a particular SUB-sub-genre of post-apocalyptic fiction. You see, the whole idea of "community building" assumes the protagonist of the story (in the case of an RPG, the player characters) is engaging in some of said community building. For example:

- in The Road Warrior, Max aids the village in its defense and helps them to move to greener pastures.

- in The Postman, Costner's character helps to network the bastions of civilization by resurrecting the mail system.

- in The Omega Man, Chuck Heston helps organize and provide leadership to the surviving, non-infected population while working for a cure.

- in Reign of Fire, Bale has organized and been leading survivors for years.

And both The Road and The Book of Eli seem to miss out on this crucial part of the genre by having protagonists that are active and deliberate loners avoiding civilization and other people altogether, whenever and however possible.

But, at least with The Road, the protagonist has some idea that he WILL be attempting to settle and make a life for himself, sometime in the future...he just needs to get to the end of the road to do so. Similarly Eli has some destination in mind (to get "out West") though with a less specific focus in mind (he's on a quest of sorts, following a vision that he only vaguely understands).

Perhaps the sub-sub-genre, falling somewhere within category #2 of my prior post, is the specific story of finding a place to begin community building. Certainly, a whole story can be told regarding nothing but the journey itself (as The Road and Eli both demonstrate), but this wouldn't seem to make for any particular episodic RPG.

Maybe one of the "story-now" variety, and/or a one-off adventure to "find the coast" or "head south" or whatever. But that's generally not Gamma World...at least not the way it appears intended to be played.

I wrote before that one of the reasons GW works so well as an RPG is that it has similar exploration themes to recommend it, just as does D&D. Sure, one may have heard monsters live off in the dungeon (or strange mutants in the Forbidden Zone/ancient complex) but you won't actually know until you check it out...and who knows what fantastic artifacts (and hideous dangers) you're going to find until you get there.

But as Famine in Far-Go demonstrates (aptly, I think), you CAN do a story - heck, a whole long-term campaign - around a community, your characters' place in it, and the fight for survival of that community. I think that's a powerful way of role-playing.

Post-apocalyptic role-playing in an era when folks remember the Old World...well, there's no great mystery about what they're going to find "down the road:" cannibals, marauders, helpless people, destroyed bits of civilization. To run an RPG that is more than a one-off adventure...or that has any redeeming meat to its bones...you need to have the community building aspect to it. At least, that's what I think.

I was checking out Atomic Highway at the ol' game store the other day, and there was a lot about it that made me put it back on the shelf. I was thinking that I might get more of a hankering to buy it (or another PA game like the Barbarians of Lemuria extension Barbarians of the Aftermath), after watching some PA cinema. But as with these PA films, I'm afraid these PA RPGs might miss the point.

We fear the apocalypse. If the apocalypse goes down, we want to know there's some sort of hope that, hard or not, it will not be The End. If it IS the end...well, why the hell do I need to watch that? Because I want to depress myself? If there's some sort of hope, let me see it through the re-creation of some semblance of human cooperation...not some badass ass-kicker just wandering the roads looking for a way to charge his f'ing I-Pod. That's pathetic.


Sunday, January 31, 2010

Soylent Green Is People!

Watched Logan's Run and Soylent Green today...started watching THX 1138, but that was too much dystopian society even for me.

I haven't seen any of these films before, nor have I read the books (can't believe Soylent Green was written by Harry Harrison! Wow!), but nothing in the films were new or surprising to me...I've already known their plots, how they end, the spoilers, etc. Didn't stop me from wanting to watch them...plus my wife hadn't seen 'em (well she has seen SG, but not since she was a small child) so it was fun to watch with her and hear what she thought and felt about 'em.

My thoughts on Logan's Run: this film would be a great one to remake. And apparently one has been in state of development hell for most of the the decade.

My thoughts on SG: wow.

Already knowing the "big secret" of the movie (see the title of this post) I just spent the film looking at the dystopian society pained by the filmmaker...and wow, pretty friggin' bleak. And yet so atmospheric. It was great...right down to Chuck Heston's little engineer hat and scarf. The whole thing reminded me of a story from Heavy Metal magazine (a publication that really fired my imagination as a youngster, and NOT just for the erotica). I wouldn't have minded

However, what was especially interesting was the subject matter of the story in light of two recent posts. Well, interesting to me (sorry). I would certainly look at Soylent Green as a PA type of film though in category #1 (civilization beginning to crumble and folks trying to hold on)...however, their resignation of their situation, trying to make the best of things, made me realize I was a bit off-base when I said ALL PA fiction is about looking forward to what happens next.

Perhaps, the "civilization on the edge of disaster" needs to be taken out of the PA equation, though Mad Max certainly fits the ideas I wrote about, others don't...Blade Runner, Max Headroom, even Deathrace 2000 or Escape from New York...these films (and Dick's novel that Blade Runner's based on) show societies on the brink of collapse, but the characters in the story are generally trying to do what they can to live "normally" based on their circumstances. They do their jobs...whether as a police officer (Blade Runner, Soylent Green), a reporter (Max Headroom), an athlete (Deathrace, Rollerball), or what have you. Few are trying to make the world a better place or hold SOCIETY together...they're simply trying to stay afloat the best way they know how in their fairly limited fashion.

Of course, SOMEtimes the "everyman" hero is called to a greater or higher calling (see The Running Man, for example), but for an RPG this isn't what I'm interested in...I want something episodic in nature, not a one-off story of heroism and sacrifice. Soylent Green may have been a story of "the big story" but the underlying story of the character IS one that could be episodic.

Well, assuming one can avoid the big green elephant in the room.

Friday, January 29, 2010

The Eras of the Apocalypse

There’s nothing quite cut-n-dry about apocalyptic fiction in any media. It probably stems from the fact that most people use the term “Apocalypse” incorrectly (including myself). The Apocalypse is the last book of the Bible…i.e. the Book of Revelation. “Apocalypse” is the English translation of the Greek word that means “revelation” (in other words saying the Book of Apocalypse is the same as saying the Book of Revelation); however, because of the general belief that the Book of Revelation provides a prophecy of the “End Times” for humanity, we have allowed the term “Apocalypse” to become synonymous with the End of the World.

Or as I would call it, “the end of civilization as we know it.”

[by the way, in case anyone cares I don’t believe that what St. John describes is a Doomsday scenario but rather a symbolic blueprint of the path to enlightenment based on tearing down one’s selfish separate self / “ego” and re-building the psyche in terms of being a tool for following the divine will, the Seven Seals being the seven chakras that need to be activated through meditation and right-mindedness. Not that humans don’t run the risk of destroying themselves or anything, but I don’t think John’s revelation was anything about some extra-dimensional divine being saving us from THAT…accepting and following the teachings of the enlightened masters, like Jesus, WILL save your soul from the cycle of death and rebirth, but taking Communion isn’t going to give you a chair in some Astral Plane. Read your Edgar Cayce, folks!]

ANYWAY…so when I write “post-apocalypse” (or “PA”) keep in mind that I’m using the common, slangish parlance of “After the Doom of Mankind” not “post-revelation.” The latter phrase would be mean a state of enlightenment (I guess), while the former means a miserable pile of rubble that used to be society as we know it.

SO there are many shades to PA fiction; it ain’t all Gamma World and Mutant Future, that much is for sure. And part of writing a PA game is considering which SUB-GENRE of PA we’re deciding on. ‘Cause, after all, we can’t use every sub-genre at once, can we?

[that’s semi-rhetorical: my original idea DID try to include all sub-genres in one book, hopelessly overwhelming me and being a decided FAIL]

To my mind there are four or five PA sub-genres based on proximity to The End (proximity time-wise, that is):

#1 PRE-APOCALYPSE: Society hasn’t quite broken down, but it’s at the breaking point. Things are pretty frigging bad all over, the end is nigh, and there’s little to nothing anyone can do about it. Possible examples of this in fiction/RPGs include: Blade Runner, Mad Max, Cyberpunk, Car Wars.

#2 IMMEDIATE POST-APOCALYPSE: The end has come and gone and we are left to pick up the pieces. Society has been shattered and will probably never be what it once was, but it’s still within memory of those who lived through the apocalypse. Those who live weep for what they lost and try to maintain normalcy, even as they make do and attempt to survive. After effects of the Cataclysm (nuclear winter, radiation, disease) are as dangerous as the break-down in law and order and starvation (as a society not used to rustic life gets used to a lack of electricity, plumbing, and supermarkets). Examples of this genre are many: The Stand, The Day After, Dies the Fire (and Ariel), Reign of Fire, Damnation Alley, The Postman, Deathlands, The Road Warrior/Beyond Thunderdome. RPG examples are actually few but include the Rifts supplement Chaos Earth and Twilight 2000. Shadow Run could be a fairly wimpy entry into this category.

#3 MULTI-GENERATION POST-APOCALYPSE: The End occurred generations before living memory. People have learned to survive in the wilderness that is the new world, and have rebuilt some semblances of civilization. The wonders of the pre-apocalypse world are rarely understood entirely correctly but here and there people remember and pass things down. Working artifacts from the pre-cataclysm days are scarce except for well-preserved fortifications that have gone un-looted or ruins long abandoned due to multiple dangers. In some of the farther fetched genres helpful/beneficial mutations have become common, as have giant mutant monsters. Examples include Planet of the Apes, A Boy and His Dog, Water World, Logan’s Run, A Canticle for Leibowitz, Battlefield Earth. RPGs in this category are numerous: Gamma World, Mutant Future, Cadillacs & Dinosaurs, Paranoia, and Rifts to name a few.

#4 ANCIENT APOCALYPSE: The Cataclysm occurred so far in the past that is understood only as a legend, like we might think of Noah’s Ark and the Antediluvian Age. Humans know almost nothing of the pre-apocalypse Earth, having long histories of their own new societies and civilizations and any ancient technology that has survived is more akin to “magic” than anything properly understood or even legendary. Mutant people and monsters are simply part of the local fauna and peoples of this new land. Examples in fiction include Thundarr the Barbarian (yes!) and the Storm Lands, the Dying Earth, maybe Bakshi's Wizards, and possibly some of the darker sword & sorcery pulp like Karl Vagner’s Kane series. Besides RPGs based on the mentioned fiction (Thundarr and DE both having games), Ron Edwards's “Sorcerer and Sword” supplement works, as does most any fantasy RPG you choose to adapt to this…Arneson’s Blackmoore campaign setting falls into this category which means OD&D works just fine.

#5 SPACE EXODUS: The Apocalypse destroyed the Earth and the only survivors of human society have been forced to make a new home…off world! The state of civilization may be any of the types #2 through #4, and may even be close to #1 (the Mutant Chronicles is an example). An example of #2 in space would include Battlestar Galactica or Titan A.E. An example of #3 in space would be Firefly/Serenity or Metamorphosis Alpha. An example of #4 might be McCaffrey’s Pern series, MZB’s Darkover series, or M.A.R. Barker’s Tekumel: Empire of the Petal Throne.


Now in one of my original PA posts I talked about what I found LACKING in the PA RPGs out there, namely the grim struggle for survival and the re-building of community/society. However, after writing up my list of PA sub-genres, I can see that these two “integral” parts of PA fiction don’t always apply…or don’t always apply the same.

#1: In this sub-genre, there is a grim struggle to HOLD IT TOGETHER. Society hasn’t collapsed yet, and things may be dangerous, but the main thing is holding on to what one has and knows and trying to keep from bottoming out.

#2: Both integrals apply, but SURVIVAL is emphasized.

#3: Both integrals apply, but COMMUNITY BUILDING is emphasized (for example, in Gamma World it is assumed your village has learned how to acquire food and shelter, etc. already).

#4: Neither "integral" is integral; at this point you’re simply playing a standard fantasy game.

#5: The integrals emphasized depend on which sub-genre of the sub-genre applies.

Now scoping all that out, the next question is: which game do I particularly want to design? Granted, one of the harder game concepts I’ll need to work out are rules to integrate the grim struggle for survival and community re-building into the game system, but before I get to THAT I need to figure out the setting for the game. I’m kind of thinking the #2 category (Immediate PA) is the less saturated category of RPG, but besides being awfully depressing (rape, looting, cannibalism, radiation sickness) it’s…well, too much firearms and not enough homemade spears. Unless, of course, I go the “Change” route (aka the Steve Boyett/S.M. Stirling “all-technology-just-stopped-working-for-no-good-reason” plot)

Nah, if I do #2, I’m most likely to set it in space (the #5 qualifier), kind of based on Titan A.E.: humanity has got to learn to come together in a hostile universe if they’re going to survive and rebuild themselves. Earth’s been wiped out to make way for a new hyperspace bypass; hopefully the survivors remembered their towels. ; )

I think #3 holds a lot of potential (probably so many of the RPG entries already out there fall into this category). I’d prefer something less whimsical than Gamma World, much more like A Canticle for Leibowitz (I love that book…it’s similar to a PA version of Asimov’s Foundation series). However, I’m not above adding some psionic mutations to the mix…the mutants Beneath the Planet of the Apes and those found in DC’s Kamandi comics being bizarre enough without throwing in talking animals.

'Course in the words of one PA film: nothing is certain, the future is NOT set.

More later...

Monday, January 25, 2010

Post-Apocalyptic Fantasies

The sun was shining today…I mean REALLY shining after weeks of grey, wet misery (that January-February kind of Seattle weather that will eventually beat down even diehard rain lovers like myself…too much mud and sickness) and even though we haven’t even got to Groundhog’s Day it feels a tiny bit like the beginning of Spring…I mean you can feel we are on the upside of days getting longer and such.

And so I find myself thinking of the Apocalypse.


I don’t know why…the last couple-four plus years that’s just what Spring and Summer start doing to me. Thinking about The End of the World is hard to do when in the midst of the happy holiday season…or is perhaps too depressing to take out and look at period during the grey, wet winter days. But Spring time…the Easter season, a time of renewal, etc…makes me think about the death of our world and the rebirth of the next.

Not to be morbid or anything…I don’t clean out the bomb shelter or re-stock the canned goods and ammo or anything. Me…I start getting in the mood for post-apocalyptic fiction and role-playing.

Post-apocalyptic fiction/lore (I’ll just call it PA for short from now on, or this post will get waaay too long) is something that’s held great interest for me for a looong time…so long I’m not sure when it started. It’s like my interest in astrology or fencing…from the moment I discovered such a concept existed it has held a great and terrible fascination for me (not that astrology or fencing are “terrible,” but they would draw my interest to the point of distraction even years..decades!...before I started practicing either).

Using Wikipedia to see the release dates of the earliest pieces of PA fiction I remember might give me a clue to when I first started dwelling on the subject. The Day After (1983) was a horrific made-for-TV movie that I remember watching as a 9 or 10 year old…though I also recall falling asleep before the end and having to ask my folks what happened (spoiler: everybody dies). Thundarr the Barbarian I watched religiously on Saturday Mornings and it aired from 1980-81 (age 7 to 8). Sometime around the same period I recall watching George Peppard in Damnation Alley on television and wow, did that one haunt my nightmares as a kid…but it was released in the theaters in 1977 so it was probably not broadcast on television for at least 5 years (’82 or so). Definitely I saw Planet of the Apes early-early in life, and found that pretty horrific…though I’m sure I didn’t see that until the 5-7 year old range (again on TV). My aunt and her friend almost took me to see the Road Warrior in the theater (US Release circa 1982), but at the last minute ended up taking my brother and I to see The Secret of NIMH instead…and I can recall vividly having a long conversation about the Apes movies on that summer day in Montana, so I must have already seen a couple of the films (possibly more than once).

But the earliest PA fiction I can recall is watching the Logan’s Run television series on TV (broadcast 9/77-1/78…’round about the age of 3-4!!). While not dealing with the horror of nuclear holocaust (or did it? Was that the one where there were these crazy scarred mutants wearing gold masks and black cowls to hide their disfigurement?), it certainly involved dystopian societies and bubble cities.

Hmm…I wonder if I can get that one on Netflix. I might need to re-watch it.

Anyway, I’m sure growing up in the Reagan "2nd Cold War" 1980s helped fuel the paranoia/fascination with the coming apocalypse and “what happens thereafter.”

[Hmmm…just remembered that I also saw the 1978 version of the Time Machine on television when I was 5 years old, and the whole Morlocks/Eloi-cannibalism depiction of THAT film had more impact on my young psyche than any other version of the Time Machine I’ve seen since…this might even have something to do with my whole squeamishness regarding cannibalism]

Yes, long before I ever picked up a copy of Gamma World (2nd edition, found used in the usual Montana bookstore) I was watching and reading tales that would depict (either in plot or background) the End of Civilization as We Know It. Hell, what 13 year old spends his own money to pick up a paperback of After the Bomb? Probably the same kind of kid that grows up watching Buck Rogers (with the nuked Earth surrounding “New Los Angeles”) and videotaping Chuck Heston in The Omega Man to watch multiple times. Yes…I am weird.


So it might strike some as odd that I’m kind of indifferent about most PA RPGs on the market.

But allow me to clarify: I love-love-LOVE the IDEA of the PA RPG. When I first started designing RPGs myself (as a hobby…my B/X Companion is going to be the first thing I actually publish, folks), I had a half-dozen fairly different RPGs all of the PA variety. I even figured I would call my “company” (whoa! Delusions of grandeur!) something like “Post-Apocalyptic Games.” I just felt there was such a dearth of material out there…and I wanted MORE.

Here’s the short-list of published PA RPGswith which I’m familiar:

Gamma World (1st through 3rd editions)

Rifts (and After the Bomb, etc.)

Twilight 2000 (and Cadillacs & Dinosaurs)

Deadlands: Hell on Earth

Car Wars (post-peak oil)

Mutant Chronicles (more Cyberpunk than PA)

Shadow Run (more Cyberpunk than PA)

Cyberpunk (see above)

Paranoia

And of course other assorted weirdness that can be categorized as PA: Obsidian, HOL, World of Synnibarr, some versions of Terra Primate (of course) and AFMBE (zombie apocalypse!), etc. And of course there’s Mutant Future, the OSR’s current darling of whimsical PA mutation & exploration.

The problem for me is: none of these games really satisfy my itch for PA role-playing.

I suppose I should look for a copy of Aftermath! (which I’ve never owned, nor read). But the reputation for being especially fiddly is off-putting to me, even as I like the idea of a grim survival based game.

'Cause that’s 50% of the problem…”grim survival” is the thing that is really missing from all the RPGs I listed above. Gamma World has the potential to be an excellent metaphor for man and his relationship with technology (especially the 1st edition with some minor 2nd edition tweaks), but usually gets bogged down in silliness like fish that turn people to stone and rabbits that turn guns to rubber (not to mention all the rest of the well-known gonzo mutants). Rifts and DL:HOE are waaaay too over-the-top to ever be considered grim in a semi-realistic way...and most of the other games don’t even come close.

I’ve never owned Twilight 2000. My friend Jocelyn DID, but we never played it…and her descriptions of the game to me did nothing to entice me to play (she made it appear to be a WWIII simulation fought with conventional weapons only, rather than a broken military in a PA world which might have been intriguing). I DO own Cadillacs and Dinosaurs, a true PA meets Lost World type pulp game that uses the same system as Twilight 2000. Unfortunately, I find the system to be incredibly BORING. I’m not sure exactly why (I’d have to pull it out and read it again), but after picking it up (recently…within the last 12-18 months), I was left feeling like I REALLY wanted to read the Xenozoic Tales comics instead of playing the RPG.

Grim survival ain’t present in these games, system-wise…and that’s something I’d want to see (yes, yes, a GM or referee can certainly tailor events to be “grim” but I want it INHERENT, dammit!) for a real PA game no matter WHAT the nature of the apocalypse. I mean, look at Reign of Fire (the film). Here’s a world that’s been burned to a near-cinder by DRAGONS but (as with all the best PA stories) still there is the over-reaching story of the GRIM STRUGGLE FOR SURVIVAL. Not, oh dragons exist maybe we should study magic. Not whimsical stories of captured maidens or bad guys allying themselves with the beasts. This is HIDE OR BE EATEN. Which is a common theme in many types of PA fiction (even without dragons).

But as I said “grim survival” (or lack thereof) is only 50% of my dissatisfaction with PA RPGs. The other 50% of my dissatisfaction comes from the other missing integral part of the genre: COMMUNITY BUILDING. The PA story is NOT simply concerned with 'O woe is us we don’t have electricity/plumbing anymore.' Most PA stories involve some sort of rebuilding/rebirth…a rise from the ashes and possibly a redefining of what community and “civilization” means to those left behind.

Now maybe this is just the Plutonic/Scorpio part of me (Pluto, ruler of Scorpio, is greatly concerned with volcanic upheaval that leads to karmic transformation within our lives) but that shit fascinates me. Surviving the apocalypse? That’s tough enough. But re-building the world from the rubble up? Now THAT’s a heroic task.

And again, while this can be simply “injected” by the GM of the game, I’d prefer it to be a real and integral part of the rules, hopefully directly linked to the “reward/advancement” system in the RPG. Reward systems based on behavior encourage that behavior that engenders rewards. Call that Axiom #3 of RPG design. If characters are only rewarded for killing monsters and getting treasure, guess what: that’s what they’re going to do (unless they wander off on a tangential Creative Agenda like, say, Story Now…hello Trollsmyth and Oddysey!). If characters are rewarded for “good role-playing” (whatever the F THAT means) then you’re going to get some hammy play-acting from your players (or you’re going to get players leaving the group disgruntled ‘cause they’re not into being judged on their improv abilities).

Now again, Gamma World (2nd edition) comes O So Close to establishing this in its Status/Rank reward system…after all, what is being measured in GW appears to be characters value TO their particular community (or Cryptic Alliance, should they join one). Defeating mutants raises their “standing” in the eyes of their people, as does turning in valuable (and working) artifacts with the instruction book attached.

However, while community is INVOLVED in the advancement process, it is not being directly BUILT (perhaps INdirectly, depending on how many mutant monsters get killed and how many tribesmen the PCs arm with Tech III weapons). And community building is the main component of the PA genre…after the grim struggle for survival of course.

[as for the non-Gamma World games, they don’t even come frigging close to addressing this]

Community building or defining: you see it in the Road Warrior and Beyond Thunderdome. You see it in A Canticle for Leibowitz and The Postman. You see it in The Stand, The White Plague, and even Battlefield Earth and the Matrix films. In all these stories, the grim survivors of the Apocalypse (no matter what form the Apocalypse takes) must come together and redefine what their community is, what it stands for, what they’re all about and how they are going to relate to each other in this changed world. Heck…even those little rag dolls in 9 do this!

Yep, there is the ever-so-faint smell of Spring in the air and I’m itching for some Post-Apocalyptic action. I’ve yet to see The Road or The Book of Eli but I fully intend to see both if possible at my earliest opportunity (watched It’s Complicated on Friday which was very good but certainly not “apocalyptic” in subject matter). I’ve also been meaning to check out S.M. Stirling’s Dies the Fire, which seems to be a rip-off of Steven Boyett’s 1983 book Ariel (though without the unicorns). I just discovered Stirling in the last year with his throwback planetary romances (Mars and Venus) and Marching Through Georgia, but his PA series has gotten some of his ravest reviews and I’ve yet to peruse any of ‘em. As I finish up work on the B/X Companion and its companion adventure module, I find myself more and more enticed with doing a new 64 page RPG…and I wonder if I have enough junk material (and new ideas) to distill some sort of Post Apocalyptic goulash that will meet MY particular needs of gaming in a world gone mad.

; )

Friday, September 11, 2009

Crap...Cannibals

Nearly missed my bus this morning as I got sucked into reading up on Raggi’s latest over at LotFP and its associated links. I know I’ve heard of Cannibal Holocaust before, but I’ve never seen the film nor do I know much about it.

Sheesh…cannibals.

I don’t know why the idea of cannibalism turns my stomach as it does. I have a fairly high tolerance level for acts of violence, filth, and depravity but cannibalism is one of the few things that really “get me.” Whether we’re talking scenes from comics (Frank Miller’s Ronin comes to mind) or scenes from film (Doomsday comes to mind). I don’t know why.

Not that watching TV shows about historic cannibals (whether the Donner party or the Maori tribes of New Zealand) bother me. Certainly I have no beef (forgive the pun) with cannibalism when it’s handled tastefully (inexcusable pun!). Observe the cannibalism in John Wick’s Orkworld…nothing incredibly terrible about eating folks whien it's part of the native traditions of a culture, in my opinion.

I guess the thing that makes me say, “ew, gross,” has more to do with the exploitive use of cannibalism in fiction…the idea that a group of folks (again, I’m not talking serial killers, as the occasional Hannibal Lecter aberration is to be expected in our crazy society), yes the idea that a GROUP of folks would hunt other humans for the purpose of using them as their preferred choice of food. THAT’s what gets me and makes my skin shudder.

And, of course, this may be the very purposeful reaction intended by the author of such “horror” works that include the eating of people. Really…you want to talk about a fate worse than death? It’s being held captive waiting for your turn on the butcher block. Ugh!

Anyway, as relates to role-playing in general and D&D specifically, I find it interesting that, in looking back over my own gaming history, I have never made cannibalism a part of my games. Not for horror, or suspense, or even humor (the Bugs Bunny in the stew pot variety). Human sacrifice, yes. Impalement and head-hunting, sure. Cannibalism…big, fat no. And this is despite playing many adventures set in “savage” or “lost land” settings (Dwellers of the Forbidden City, the Isle of Dread, and my own knock-offs). If I wanted to take the journey into cannibalistic terror, I had the vehicles to do so but the thought NEVER EVEN OCCURRED TO ME. It is like a curious blind-spot that (in retrospect) appears to stem from my queasiness surrounding the topic.

This is all just musings, folks...I don’t know if it means I’ll be adding cannibals to my future D&D games or anything, just got my brain going this morning. I give lots of props to Raggi for coming up with yet another interesting (and spine-chilling) idea for an adventure module. I hope he gets it done!
; )