Showing posts with label spain. Show all posts
Showing posts with label spain. Show all posts

Sunday, May 7, 2023

En Español

As I wrote, I've been doing far less "D&Ding" of late. Probably doesn't help that the last game session I ran (April 5th, per my records) resulted in a Total Party Kill, including three PCs and at least as many henchmen and hangers on (I believe the total was eight, mostly seasoned characters). Damn harpies.

However, even though I haven't been playing D&D, it feels like I keep getting called upon to evangelize the Dungeons & Dragons game...especially concerning the way I play and the reasons inherent in...well, in doing what I do. Running into folks who I haven't seen or talked to in decades, the subject just continues to...strangely...come up. Some examples:
  • One of my mom's best friends (and past supervisor or mine) ended up having an extensive conversation pertaining to the history of the game, detailing the entire history of the game its various editions and the state of the hobby. Her son-in-law is, apparently a rabid D&D fan who is teaching his own children (her grandkids) how to play.
  • A woman who was one of my mother's oldest and most beloved friends (they were maids-of-honor at each others' weddings), told me how my authorship of D&D books has made me something of a minor celebrity (or at least "impressive figure of lore") in their family as her adult grandchildren are now big D&D fans, like their mother (whom I grew up with and introduced to the game...waaaay back in the day).
  • A local attorney and old family friend who I contacted about my mom's will and testament (and for whom I used to run games: he was in my brother's class)...the first words out of his mouth were "Have they put you in the Dungeon Masters' Hall of Fame yet?" He had no idea I wrote a blog (or books) or was still gaming; he was just remembering the games of our youth. His own daughters, now in high school, play D&D, but it's a different game from what he remembers (duh) and after long discussion, there was some thought that I might run a game or two for his family to show them what it was like.
  • Had lunch with my old college buddy, Joel, who I NEVER played D&D with (we were balls deep in the White Wolf back in the 90s), but who is now playing Pathfinder 2 on a weekly basis. Ended up having an incredible 3-4 hour discussion about the fantasy gaming hobby, its evolution the last 20 years, and why I'm playing AD&D these days (hint: it's not nostalgia). I think I might have even convinced him to come over to my side of the fence, though he's one of those types that stubbornly maintains it's all about the quality of GM, not system (and perhaps it is, but system certainly helps). At least he remembers my GMing in a positive light.
But here's the real kicker: the last week-and-a-half we've hosted some friends from Mexico in our home. These are very old, very beloved friends: the woman, Heidi, grew up with my wife (they were neighbors as kids) and both she and her husband, Carlos, hosted us in their apartment in Mexico City the first time I visited Mexico (in 1998). They were at our wedding (Heidi was maid-of-honor) and we've watched their kids grow up (their youngest is 21 or 22 now??!). We all get along quite famously, Carlos and I especially (he is fluent in English and we share a passion for beer, music, Star Wars, and American football), despite him being a couple years my senior.

However, I've never had a conversation with him about Dungeons & Dragons...until yesterday. Like, never ever. I think he knows I did the writing thing (??) but usually when we've hung out we've spent our time discussing family or sports or culture or food or beer (these days he is a master-brewer and owns/operates a good-sized micro-brewery in Mexico...one of the few). This trip we've spent a LOT of time talking about beer (he's been touring the local breweries) or the inconveniences of death (his father just died in December and he's faced many of the same estate issues as myself). I mean, he and I have plenty of non-gaming stuff to talk about: Carlos is one of those bright-eyed, intelligent folks who goes through life with curiosity and thoughtfulness and a mind open to discussion and dialogue.

But (perhaps prompted by my wife) yesterday he brought up that his niece "really wants to learn how to play Dungeons & Dragons" and wanted to know what I recommended. Hoo-boy...what a can of worms!

What followed was an attempt to explain one of the world's stranger concepts (RPGs) to our friends in some combination of English and Spanish with a constant barrage of interruptions (er...helpful interjections) from my wife and kids. The strangest bit might have been my non-gamer wife enthusing over how much fun (?!!) the game is and how they (Carlos and Heidi) should try playing as well. Diego even offered to have me run a game for them while they're here (thanks, kid) though my wife told them we could always do it on-line (???!!!) when they returned to Mexico.

[you have to understand that my wife is fairly obstinate in her refusal to play RPGs; and, yes, she's tried them on more than a couple occasions]

Of course, there exists some significant challenges with the lack of Spanish language clones for my preferred edition(s) of the game. Even native English speakers get lost in the complications of a game like D&D (forgetting, missing, or misunderstanding rules)...throwing an English copy of B/X or Labyrinth Lord at a native Spanish speaker (even one fluent in English) and telling them to learn the game and teach it to their friends unassisted is a tall order. Never mind something as convoluted as Gygax's 1st edition manuals.

SO, despite many misgivings, and out of an altruistic desire to be helpful (and an ambassador for the game) I did pick up a copy of the D&D Essentials box set en Español for my friends at the local game shop (let's hear it for WotC inclusivity!). I own a copy of the Kit Esencial (as it's labeled) myself...though in English...and it's not a terrible way to introduce some of the basic D&D concepts. I mean...

*sigh*

Okay, I'll be honest: It actually IS a terrible way to introduce D&D concepts, but it is also the easiest way to do so, when you're talking about young teenagers from a different culture needing concepts (like class and race and hit points, etc.) in their own language. For a game taking place primarily in the imagination and constructed almost entirely from words, it IS "esencial" that the instructions be conveyed in a readily comprehended idioma

And it reminds me again of my own failure to produce a Spanish language retroclone, something I started working on back in Paraguay. Español isn't MY native language, of course, and translation is hard enough without needing to translate fantasy concepts (how do you say "halfling?"). Even doing a SMALL clone (I was using the 40-some page Holmes Basic as a foundation text) is grueling, thankless work...especially when considering the unlikeliness that I'd ever use it myself. Why would I? I already own all the instructions I need in my own (native) language.

But...now...here I am, exactly where I feared back in Paraguay (when my kids were young and I was surrounded by a culture of non-English-speaking, non-gamers): in a situation where I want to teach the game, and without the instructional text to do so. And so I am giving my beautiful friends WotC box sets that feature dragon fights with dragons that have no treasure. NO TREASURE. Does a hoard-less dragon scream "D&D" to you? Does that say "fun adventure?"

*sigh* (again)

SO. I got my friends the box set to give to their niece, which should tide her over till I have something more useful to provide her (at least the thing comes with dice). And I also purchased a copy of the Spanish language PHB (5E) which I will use alongside my son's dust-gathering English copy to reverse engineer RPG concepts and vocabulary for a better (Spanish) basic set. Just something I've put off for too long, considering the culture that shares my life and household.

OH: And to all my Spanish-speaking (and, sure, Portuguese-speaking) readers...you know who you are!...if you have suggestions for already-existing retroclones of "old edition D&D" that you prefer, I'd love to hear about them. Thanks in advance.
; )

Tuesday, June 11, 2019

Food and Faith

The importance of food to humans can't be understated. True, man does not live by bread alone, in fact there are two things vastly more important: air and water. But assuming we have those two things, food comes in at #3, depending on whether or not one views sleep/rest as a "consumable."

And yet we tend to undervalue it in the Dungeon & Dragons game. "Mark off a day's rations," is about the extent of our interaction with food, unless we're talking about some sort of magical trick/trap found in the dungeon. It's just not as interesting to our game as, say, which spells the wizard has available, or the damage output-to-hit point ratio of our front-line fighters. There aren't even rules relating to starvation or malnutrition through the first half dozen iterations of the game; the closest B/X gets is this note in the Cook/Marsh expert set (page X51):

Characters who run out of food may face a variety of circumstances that must be handled by the DM. Possible effects of hunger might include the need for more rest, slower movement rates, minuses "to hit," and gradual loss of hit points.

[Aaron Allston's 1991 Rules Cyclopedia is the first place I find any hard rules on starvation, and it simply incorporates these four suggestions (need for rest, slow move, attack penalty, HP loss) into a single system...and a ridiculous one at that (a first level character who goes a single day without food and water will probably die, suffering 1d10 damage). But at least Allston was trying!]

Food and issues around food scarcity were driving factors in the European conquest of Latin America; truth be told, it is still the driving issue of these slave nations (you can't really call them developing nations when no real "development" is being done and when they are purposefully kept in a state that allows for exploitation of people and resources). You can't eat gold, after all.

Everyone reading this probably understands that the regions I'm talking about had large concentrations of people...many, many times the number of people living in the regions now known as Canada and the United States. These Central and South American (and Caribbean) lands could sustain this multitude of people precisely because it was so abundant with food supply, and the civilizations that existed had developed societies designed to make the best use of that food supply. True, there was some cannibalism among certain indigenous groups, but this appears to have been more of a ritual nature than a source of sustenance: the land already supplied the nutrition needed to grow people.

Our history books tell the story of how the indigenous Americans were mainly wiped out by diseases to which they had no immunity, germ warfare spread by plague-ridden "Old Worlders" either by accident or purposefully (the anecdotal "disease-ridden blanket" is actually from North American sources). But the human body is remarkably resilient, when in good health. Our immune systems work exceptionally well to fight off infectious diseases when we keep ourselves rested, fit, and fed with nutritious foods. Many of the issues Europe had with its own "black plague" incidents came from the poor living conditions of the people at the time.

Nearly all the European action during the first fifteen years following Columbus's discovery of a "New World" took place in the Caribbean; the first real city founded on the continent wasn't established till 1510 (a fort was built in 1509, but was abandoned after eight months). By that time, there were nearly a dozen settlements in the Caribbean, the vast majority of them being in Hispaniola.  The first recorded small pox epidemic hit Hispaniola in 1518-1519 and killed 90% of the the indigenous people remaining. However, by 1508 (ten years prior) they'd already been reduced in number from a pre-Columbian estimate of 600,000 down to 60,000.

[Bartolome de las Casas writing at the time after living in Hispaniola for decades, puts the pre-Columbian population even higher, stating more than 3,000,000 of the native Taino people were killed between 1494 and 1508. Modern scholars feels his figures are an exaggeration, however, despite the fact that more than 20 million people combined currently inhabit the Dominican Republic and Haiti, the two nations that comprise the island once known as "Hispaniola"]

What changed with Columbus's arrival that caused such a steep decline? Half a million bullets? No, the Spanish weren't interested in killing the native population, whom they had enslaved to work the gold mines of Hispaniola (Pueblo Viejo is still the largest gold mine in the Americas and the 2nd largest gold mine in the world); the first African slaves began to arrive in 1503 precisely because of the declining population and high infant mortality rates among the indigenous people led to a smaller workforce for the mines. No, it was starvation and lack of nutrition (exacerbated by overwork in harsh conditions).

The food that sustained the peoples of the Americas...the beans, corn, squash, and small game...were not the foods to which the Spaniards were accustomed: bread, olives (and olive oil), meat (domesticated), and wine. Not only did they want the familiar foods of their homeland, they had an aversion to eating the native produce. Part of this was due to a philosophy of "right food" based on class and status; not only was it a mark of prestige in Spain to eat better (i.e. expensive) food, especially meats, but eating the food of the indigenous risked becoming like the indigenous: ignorant, heathen savages. When Columbus returned in 1494, he brought Spanish livestock with him...cows, pigs, goats, and sheep...which, devoid of natural predators, multiplied and devoured the native habitat, Planting of Spanish crops (including cash crops like sugar) helped displace the native flora as well.

But for the Spaniards, having their own food was more than a matter of comfort; it was a matter of faith. What is Catholicism without the Body (bread) and Blood (wine) of Christ? The acceptable and preferred foods of the Spanish had been ingrained through both their faith and the propaganda of times: the end of the 800 year Reconquista in 1491, the Alhambra Decree (issued in 1492, four months before Columbus's first voyage) required the expulsion or conversion of all Jews from Spain, and the Spanish Inquisition (formed in 1478 and largely used to suss out Moores and Jews) all contributed to the mindset of a "unified Catholic nation." And Catholics, unlike Moores and Jews, eat pork. Pork and pork products (like lard, used as a replacement for olive oil in the Americas) was a strong symbol of the conqueror's faith, a sign that they belonged in this new land which the Church had insisted be converted to Catholicism.

[mmm...originally was going to devote a big section to the Reconquista and why it wasn't really all that much about religion at all...but I'm already running long; will need to change the title of the post]

So yummy to nosh!
The religious conversion of the Americas went, more or less, according to plan...lip service to a spiritual philosophy and showing up to ritual services once a week isn't a big deal when the alternative is death at the hands of a gun-toting conquistador. Food conversion is a much bigger deal: people have to eat to survive. And hundreds of thousands (or millions) of people need a lot of calories to maintain health and fitness, especially under extreme working conditions (like as a slave laborer in a Spanish gold mine). The decimation of their native food supply, their restriction from eating the food supply of the upper class "lords," the enforced harsh working conditions, all combined to turn a "physically tall, well-proportioned people of kind and noble bearing" into downtrodden, malnourished people easily extinguished by the introduction of foreign viruses.

*sigh*

Alexis has done a lot of work on food in a D&D campaign: the gist is that characters require two or four pounds of food per day depending on whether or not a person is "resting" or "laboring" (characters that actually engage in fights require a lot more) with penalties (and eventual starvation) resulting from failure to eat the required amount. This is very reminiscent of the rules for food in the post-apocalyptic game Twilight 2000, in which a character must consume three kilograms of food per day, modified by the type of food being consumed ("civilized food" counts for 1.5x its weight, MREs count for double). Alexis's rules are a bit more generous, but his penalties (including checks for contracting maladies) hit rather hard. I'm not sure about his starvation rules; I'm not taking the time to run the math on his system. T2000 simply has individuals starve to death "after about a month of no food or several months of half-rations." Very abstract, with accumulating fatigue levels reducing ability scores prior to actual death.

AD&D, like B/X and OD&D, has two entries for "rations" on its equipment list: iron and standard, both of which provide seven days worth of food to a single individual. Unlike those latter editions, AD&D defines the weight of these two different foodstuffs as being 7.5 pounds (iron) or 20 pounds (standard). Doing the math (and assuming no increase to weight for "bulk") this works out to about a pound of food (iron) or close to three pounds of food (standard) per human per day. I'll also note that 3rd edition only provides weight for trail rations (defined as "jerky, dried fruits, hard tack, and nuts") at a rate of one pound per person per day (less for "small" characters, despite hobbits' notorious appetites); this appears to be the 3E equivalent of iron rations.

But just what are "iron rations?" Hard to say as I can't find an origin for the term. Australians in WWI used an "iron ration" (field ration) designed to be eaten in case of emergency (i.e. because supply lines were unavailable) and consisted of a bit more than two pounds of food including both dried meat (jerky) and hard tack. WWII Germany issued three types of ration: the march ration, iron ration, and iron-half ration, of which the "iron" is more of a "half ration" (and weighs 1.5 pounds without packaging). The United States military's "C-ration" (a term in use from 1958-1980 and a plausible source of inspiration for an RPG designed by war-gamers of the period) had a packaged weight of 2.6 pounds. None of these were designed to be consumed for long periods of time, and all were supposed to be supplemented by fresh food or prepared food whenever possible.

I suppose in a magical world (i.e. your typical D&D setting), one can simply say the magic-infused foodstuffs provide double or triple the caloric value of our real world...but is such "cheating" necessary in a world where a 5th level cleric can conjure nourishing, life-sustaining sustenance out of thin air? It does seem that the figures provided in all published editions of Dungeons & Dragons are grossly under-representative of the actual amounts of food necessary to sustain (human) life...but without a system in place to track the very real problems of over-exertion and malnutrition, why should it bother your average Dungeon Master? It's why purify food and water is so under-utilized in your average campaign.

Yet another batch of thoughts, facts and figures I need to take into account as I build this thing.

Friday, June 7, 2019

Putting Some Of It Together

As the recent discussion over at The Tao illustrates, there's more than one approach to "advanced play;" playing Dungeons & Dragons in an advanced fashion isn't simply a matter of opening up your old copy of the DMG and throwing a military pick +1 into your B/X game or saying "magic-user spells go up to 9th level." Some of the rules and systems penned by Gygax are pretty gnarly and their overall level of usefulness (let alone "fun factor") is highly questionable. And yet some of the AD&D stuff IS useful and worthy of purloining.

I think that, for any would-be redesigned and world builder, it's important to understand the evolution of the game. Okay, "important" is probably the wrong word...how about just "a good thing." AD&D didn't just arise out of a vacuum...in fact, NONE of the various editions of D&D did. All of them were built upon the foundations of earlier works. In addition to nefarious business reasons, the MAIN reason Gygax wrote his original volumes was to help tie together the copious, scattered rules haphazardly printed in a number of publications, and organize and implement them in a coherent, consistent fashion...PLUS add additional "necessaries" (not to mention his own ideas and philosophies of game play) to fill in specific blanks and thereby provide a (fairly) complete game system in a polished, professional package.

People can argue Gygax's success in this endeavor, but personally I think the results speak for themselves. First edition AD&D had the longest tenure of any edition, including its years of greatest (relative) success and popularity, and probably could have continued longer if not for specific (and debatable) business decisions.  It's still the foundational version of many players' home games, which might be fairly amazing...except, of course, that Dungeons & Dragons is an amazing game.

But back to the "purloin-able:" while things like ability adjustment inflation isn't really "inflation" (simply a codifying of the rules found in the supplements with the addition of "something for wisdom"), other changes...like HP inflation and adjusted combat matrices...aren't immediately clear. After some scrutiny, I find myself coming to the conclusion that they're mainly adjustments made to increase PC survivability:

  • Extra hit points apply mainly to fighting types in standard "order of battle" (fighters, clerics, thieves). Meanwhile variable damage of monsters remains unchanged for the most part.
  • Fighters increased chance of attack (+1 per level gained) means they'll hit more often, thus shortening battles, and reducing wear-n-tear. Note: nearly all "standard" low-level monster types (goblins, orcs, gnolls, ogres, hobgoblins, bugbears) remain unchanged in both Hit Dice and HPs from earlier editions...and the introduction of extra damage versus size L creatures also helps shorten fights with dangerous (i.e. high damage dealing) monsters.
  • "Special" creatures, especially mid- to high- level undead seem to have received an INCREASED boost (most have an extra HD), probably to retain the same level threat to mid-high level characters (off-setting the additional attack/damage capability of fighter-types). However, clerics have access to more spells, and are much better fighters (equivalent to the standard fighter of earlier editions in terms of both HPs and hit probability). Thieves, while receiving extra hit points, retain the same combat progression as before albeit with a slight (-1) penalty, easily offset by the bonus received when back stabbing.

Again, I think all these adjustments are made in terms of increased survivability (i.e. increased playability for players) rather than any attempt at A) balancing the classes, or B) modeling "reality." Personally, I've long felt that B/X (aka "streamlined OD&D") does an excellent job of modeling the real world in the abstract...which is probably why it tends to be so deadly and prone to PC fatalities. The real world is less forgiving than most heroic fantasy.

All that being said, I like the idea of increasing (PC) viability, for multiple reasons: it's conducive to long-term play, it cuts down on player frustration, it (theoretically) increases player "boldness" thus contributing to the pace of play. And taking Gygax's professed tactic from his later years (using OD&D but starting PCs at 3rd level) is not to my taste at this time; I really, really want players to start from zero. But how to reconcile this inflated combat ability with abstract modeling?

Here's the thing: it's actually helped by my proposed South American setting. Hit points are an abstract concept when it comes to PCs anyway (representing a variety of factors, not just "meat" to be carved). D&D generally assumes PCs will be meeting humans of like-technology (warlords fighting warlords), not steel versus cloth & bronze. The Europeans steel armor, long swords, and firearms gave them a slight edge versus the indigenous Americans, small enough to model using the B/X variable weapon damage versus the increased HPs found in AD&D. For example:

Incan Weapons: short bow (d6), sling (d4), javelin (d4), spear (d6), hand axe (d6), battle axe (d8), club (d4), porra (2-handed club) (d6), bola (d2+entangle)

European Weapons: long sword (d8), dagger (d4), crossbow (d6), arquebus (d8), pike/lance (d6), halberd (d10)

A typical butcher.
As can be seen, most weapons in the Incan arsenal are in the d4 or d6 range (as would the weapons of most indigenous American peoples) while the Europeans' average is much closer to d8. Given that I would provide fighters from both sides with d10 hit dice, this still works out to be a small advantage for the conquistadors, easily overcome (as in history) by the numeric advantage enjoyed by the native peoples.

I'm slightly less keen on the combat tables themselves. I like the granularity of the fighter matrix, but the range of armor classes is too broad as is (I think) the range of progression. There's just only so much skill at fighting a person can acquire, and the extra numbers mean little unless you have armor classes in that -4 (or lower) range. And just what is that supposed to represent anyway? A creature moving impossibly fast? How would strength increase your ability to hit that? A creature with super impenetrable skin or wearing titanium power armor? Why not simply say "magic weapons required" to hit the thing?

Ideally, I'd use some sort of table that compares weapon type to armor type and adjust the target number based on class & level (as Oakes Spaulding did in his Seven Voyages of Zylarthen). However, I don't want to have to redo the tables every time a new type of armor or weapon gets introduced, and the system is much less effective against monsters with natural attacks, so rather than open that can of worms I'll stick with "playability" and stick with the B/X tables, perhaps with minor adjustment. I do want to take into account the historical armor of the time on both sides of the battlefield, and that's going to take a little adjustment from the usual leather-chain-plate paradigm.

[it may come as a surprise to some folks that the Incans wore body armor: a form of quilted fabric that was extremely effective (like ancient kevlar) at stopping attacks from spears and arrows. It proved slightly less effective against the long swords and firearms of the Spaniards, but even many conquistadors later adopted it as armor, being far more comfortable for the climate, and a perfectly effective at defense against native missile weapons. Alexander the Great is said to have worn something similar called linothorax. The Incans had a good command of metallurgy, using bronze for their spears, axes, and arrowheads; they just didn't turn it into breastplates]

Anyway, that's some of the stuff I'm doing. I'm also continuing work on the geography of the setting. Jesus, South America is a big continent. That makes for a lot of room to play with, but a ton of area to map (downloaded this hex program and it took me a day just to get a basic overview...at 60ish miles per hex!). Right now, I'm feeling like the official start date of the campaign should be around the beginning of 1511, around the anniversary of Juan de la Dosa's death. Darien has already been founded on the mainland by Vasco Nunez de Balboa, but most of the European "civilization" is still happening on the islands in the Caribbean. Pedro Arias won't arrive for about three years, the Mayans won't be found for six (except by a shipwrecked Jeronimo de Aguilar who is still residing in Darien), Cortez won't land in Veracruz for eight, and Francisco Pizarro won't reach Incan territory for 15 years.  At this point in history, there's still plenty of forays being made into the mainland wilderness but the knowledge of what's "actually out there" as fall as indigenous civilizations, is far from known, and the possibilities are still pretty wide open.

Though I'm not sure how I feel about creating alternate history (that's a subject for another post).

I'm seriously considering adapting Len Lakofka's "Lendore Isles" adventures (L1 and L2) to the Caribbean by the way. I mean, they were written for "Advanced" D&D, right? I'll talk more about that (maybe) in a future post. Also, thinking about starting a new series here at Ye Old Blog: "Get to Know a Conquistador," profiling the various slavers and treasure-hunters who pillaged their way across the Americas (usually dying in the attempt). Don't know if that sounds like "fun" to you folks, but it would certainly allow me to record some of the "fun facts" I've been digging up recently.

Later, Gators.

Monday, July 4, 2016

Happy 4th of July

Just in case folks were curious, I am back in Paraguay (have been back for a few days), after a rather delightful trip to Spain. I won't bore folks with the details, save to once again reiterate that it's a country I highly recommend visiting. I might get around to posting some pictures one of these days...

I will say that I had to chance to check out some actual battle axes from the 12th to 14th century while I was there (one of the nice things about a country that fought a lot of medieval wars both within and without its borders: it's got a lot of D&D-flavored museums). None of them were of of the long, "Dane axe" type made famous by the English housecarls, but even so...with a single exception...ALL of them would have required two-hands to use properly. A battle axe is just so damn unwieldy given the length of the haft, and the size of the blade. Even the one "exception" which I judged as single-handed based on its (relatively smaller) scale, was still a damn burly weapon. The shortness of the its haft would have allowed it to be used one-handed (presumably with a shield), but you would have had to have really tremendous arm strength, especially in any kind of protracted battle. We're talking forearms like tree trunks.

Consequently, I'm inclined to revise most everything I've written about battle axes over the years. That is, the B/X battle axe may actually be perfectly fine as modeled. *sigh*

Hope all the Americanos out there are having a good 4th. I really wish I could celebrate it with you.

Thursday, June 16, 2016

Taking (the) God(s) Out

In less than 24 hours I will be in Toledo, Spain.

"Holy Toledo" is perhaps my favorite city in Europe...a beautiful town with thousands of years of culture and one that has the distinction of (historically) being home to three major religions...Christianity, Judaism, and Islam...all cooperating and getting along harmoniously. Toledo celebrates this piece of their history, a lovely example of true religious tolerance from a time on our planet when people were killing each other for "religious reasons" more often than now. And this in a town still renowned for its sword-making.

Not sure if it will be as fun with a five- and
two-year old in tow. We'll see.
I'm looking forward to being there again. There are few places where I've found a true and pleasant sense of "serenity." Mount Constitution on Orcas Island (in the San Juans). Assisi, famed home of St. Francis and St. Claire, in Italy. Flathead Lake in Montana. A couple others I'm probably forgetting. It's nice to feel serene and at peace. It's helps me to see the world with a larger perspective. Maybe it makes me feel closer to God.

I've never been an atheist. I did the agnostic bit in the early 90s, wondering why God (or whatever) would allow terrible things to happen, etc. and figuring humans must have just created these religion-thangs out of desperation. These days, though, my feelings are fairly concrete. I believe there is a God (call It what you will) and I believe God cares about us. As in, God gives a shit what's happening down here on Earth.

Not that we can divine God's will or plan (save for some of the larger strokes...loving each other, getting along, learning from our mistakes, making the world better, etc.)...but God's not some divine clockmaker that wound up the universe and "let 'er rip." No, there's an ongoing attention to what's going on here. God cares how this is all going to play out over time. And God's set the table for us in a particular way, specifically so that we can have the experiences that we do, make the choices that we will...for good or not.  The world we live in a place we've created collectively as a product of those choices. And while that may not be a particularly comforting fact, it means we have the power to shape it differently, should we so choose.

At least, that's what I believe. The particular "guidebook" (Bible, Torah, Quran) isn't nearly as important as what you choose to do with it. I don't see God favoring a particular institution any more than I see God favoring one football team over another.

Which brings me round to my latest thoughts on D&D...specifically, the absolute gall of the concept of "clerical magic."

[how's that for a 90 degree turn?]

Plenty of folks before me have decried the presence of clerics in D&D based on their lack of "fit" with either A) their lack of fit with the game's sword & sorcery roots, or B) their inappropriateness to the game's murderhobo premise, or C) some other conceptual gripe. But have we considered the base conceit of the class? That a being (or beings) of divine power rather whimsically bestow magical powers on these mortal followers?

From a theological point of view it's fairly ridiculous. Leave aside for the moment that, in measurement of power (if not, perhaps, overall effect) the non-divine magic of wizards is at least equal and probably greater in might to that of the cleric's patron...that discussion is simply an added cherry of incredulousness. Leaving that aside, consider the cosmological implications, compared to our own experienced reality. Here in the Real World, God (or Divinity or the Universe or Karma or whatever) works through Its creations...whether you're talking the actions of individuals and societies or the eruption of volcanoes and the glacial pace of evolution. There are no divinely bestowed "powers" (other than those we already possess) given to be activated on a whim. When we see something that we consider a miracle, it is something unexplainable in our usual terms, and it tends to be a scarce occurrence...not something that occurs on a daily, willed basis.

Why would God...or the gods...take such direct action? Or perhaps more interestingly, if they wanted to take direct action, why work through mortal mediums? The standard "fantasy answer" usually ranges from "the gods have chosen/vowed not to directly interfere in the affairs of mortals" to "mortal minds cannot comprehend the motives of deities." But if these are deities (and the game defines them as such), then aren't they the creators of the game "universe?" And wasn't it created to their liking in such a way that brooks no direct interference (for if they'd needed it different, they would have made it so)? Why now are they bunging the whole thing up? Is it all a game to the gods? Some sort of sick (or, worse, mediocre) joke?

If it really is the cosmology, I would expect nearly every individual of the game world to be following the clerical path...certainly more than other adventuring class. There is no real faith or belief in the unseen that is required: the proof of the gods and their miraculous gifts are readily available for all to see. Only the most deluded, hard-cased fool would walk a godless path in such a universe, and it would be a strange adventurer indeed who would shy away from such power.

Just think about having the power to heal yourself and your loved ones. How many of us have wished for such magical powers...so much more useful than the ability to throw a ball of fire. Forget raising the dead...let me just fix my sprained wrist or my chronic back ache. Let me just cure my wife's cancer. It's not like the requirements for the cleric class are so difficult to make. In B/X there are none (just give up using edged weapons? hell, that's easier than quitting nicotine). Even in AD&D the class is open to any human with a WIS of 9+...that's barely "average."

And just consider the "afterlife" implications. Really, how many humans are interested in ending up in Hell or the Abyss when they die? Given the evidence on display, you'd figure only the tragically insane would walk the path of the Evil High Priest...unless D&D's version of hell is somehow a lot nicer that the way it's portrayed in the movies. And if the good-aligned religions in such a universe are anything like the ones we have in real life, I would strongly suspect the institutional members to worry a LOT less about temporal power and political machinations, considering the true knowledge of Divine Law that they'd possess.

Okay fine...so what? Just where am I all going with this? A few years ago I wrote this post expressing the opinion that there should probably be more religion...or more religious consideration...in role-playing games given our basic human condition. I still think that. And I don't think gods-granted clerical spells are at all necessary for such considerations. You don't need magic for religion to have a profound impact on your fantasy world (see Game of Thrones).

However, I also wrote (a few days ago) that, for the most, I like the design of the cleric as a character concept. That is to say, I like the basic (game) mechanics of the character, even though I have some issues with how it scales over time (and what that does to your game). But what's been irking me lately is the "fluff" behind the class...this whole idea of them being granted these miraculous powers by their deities. It doesn't jibe with me. There are plenty of stories of saints and crusaders and agents of the gods who seemed to have certain "blessings" bestowed on them...things that would lead the faithful to believe even as their detractors scoffed. You don't see much of the concrete manifestation of magical powers attributed to God or the gods. Certainly not in such a systematic way as the D&D system.

Anyway, I have found two different ways to handle this in a way that's satisfactory to me. The first is the way I've approached the cleric class in that B/X supplement I was working on a couple months back (still need to finish those last few pages...). The gist is that all the clerics are worshippers of the same God (regardless of the name they use for it), and that alignment is simply a description of the character's personality, not some sort of "cosmic side-picking." In other words, there are no "evil high priests" (well, there are, but they aren't clerics per se...), and your cleric may be cowardly, or selfish, or a bullying tyrant, etc. Clerical magic is much closer to magic-user magic, being a product of specific ritual and prayer and is thus learned (not "bestowed"). Clerics are thus a bit more limited (compared to standard B/X) with regard to spell access...but at least they make a bit more sense (it's a tougher path). Oh, yeah...and no reversed spells.

It's still a fantasy class with fantastical powers, but it works with the premise of a world being assaulted by demonic forces of supernatural evil. And those dark forces offer their own temptations and lures of power (both temporal and otherwise) as they try to restructure the fabric of reality. That, I suppose, is reason enough for the gods to offer a little divine help to their mortal followers.

The other tact I'm taking is with the home-brew campaign I've started developing (see this post regarding the whys and wherefores). At the moment, I'm working out a re-skin of the cleric class that leaves the abilities while completely redefining it. Yes, they will still be "priestly" types. No, they will not be getting their spells from "higher (or lower) powers." More on that later, perhaps...I won't bore you anymore than I already have.

Right now, I have to get some sleep. Got a long flight in the morning.
: )

Saturday, December 4, 2010

Short-Changing My Readers

Friday, I hung out down at Gary's, shooting the breeze with Tim for about two hours. By the time I was done, I felt like I had nothing to blog about...seriously! I was, like, "all talked out," or something.

It made me consider that perhaps one of the reasons I've been so prolific with the blogging over the last many moons is due (at least in part) to not having people to adequately bounce ideas off. Now this is actually a pretty ridiculous conclusion to jump to...one of the main reasons I write this thing is to put my thoughts in coherent order for my own later dissection, not to mention discussing my past gaming history and analyzing THAT...especially in light of my current, evolving mindset.

However, some of the "theory stuff" and ideas I throw around (not to mention more than a few rants about the hobby in general) is just "thinking out loud," so to speak...and if I already talk 'em out with someone, well, then my tank seems a might empty when I step up to the blog.

Doesn't mean I don't still have things I want to say...for example this whole "social interaction discussion" (or can of worms) opened recently by Trollsmyth is an interesting one, perhaps even more so in light of certain things I'm working through for my current game project. However, I haven't bothered throwing my two cents at any of these blog posts because...well, 'cause I'm not sure what I want to say.

I mean, I'm not sure Trollsmyth, nor his detractors, really know what THEY are trying to say. Are they even on the same page? And if so, is there anything COHERENT that I can add to the conversation? I mean...it is pretty late at night right now.

However, I'm in the doghouse a bit (I've been grounded from watching Star Wars DVDs for two weeks, due to a 100 Euro speeding ticket I just got in the mail from Spain...damn it!), so I might as well write SOMEthing. Ugh...why should Tim be the only one to get my "pearls of wisdom?"
; )

Saturday, November 13, 2010

Happy Birthday To Me - Again!


Just in case anyone's wondering...I'm taking a lazy weekend for myself. Mostly, anyway. If I blog at all, expect it to be half-assed, as my mind is elsewhere. I'm feeling self-indulgent.
: )

And speaking of self-indulgence, as I snack on tasty marzipan purchased O So Long Ago in Spain, I am reminded that I never did put up any photos from my trip. Here's a photo of me with my sword and the sword-maker, Mariano Zamorano:

[I'm the taller one]

And for those who are more into the "sweet side" of life than the sharp side, here's what else you can find in Toledo:



All right, that's it for now. Hope everyone's having a good Saturday!

Wednesday, October 6, 2010

Spain is a Big Country

[as with my earlier post, this was originally written in the middle of the night at 10,000 feet]

To most people, this post might seem like a Big Duh Statement…OF COURSE, Spain is a big country. It’s a damn country, after all, not a city or even Rhode Island (sorry, Brian). And countries are big.

But I have to admit, living in the U.S. and having traveled back-and-forth across the U.S. (by plane, train, and automobile)…when I look at a globe, I see the Iberian Peninsula and think, “huh, Spain’s not all that big.”

It is. It is huge.

This trip I was as far north as Bilbao and Ordunia up in Basque country, and as far south as Granada. I had the opportunity to drive from Madrid (in the geographical center of the country) to towns just a few (four) hours south and there is a LOT of country out there. Andalusia is huge, by itself, and if it weren’t for the great highways and the high speed travel allowed by today’s technology, it would seem a fairly arduous undertaking (in my mind) to travel it…by foot or by horse. It’s pretty dry out there.

But Spain isn’t a desert by any stretch of the imagination. The north is as green (or nearly so) as the Pacific Northwest, and plenty rainy (probably moreso actually). And there are plenty of mountain ranges (where do you think Toledo gets the iron for that Spanish steel?), not even counting the Pyrenees to the east.

Oh, yeah…and miles and miles of coastline, north, south, and west. Ever hear of the Spanish Armada? Once upon a time Spain had THE biggest, baddest maritime naval force the world had ever seen.

But, yeah, back to the point: Spain, big. And not just geographically. The place is big both historically and culturally. Franco and his Nationalists (i.e. Fascists) did a number on the country for most of the 20th century in the name of a “united Spain” but didn’t quite manage to extinguish the Basque and Catalan language/cultures (not to mention the Arabic action still around in the South). And historically? We have peoples from many different lands and ethnic backgrounds fighting to possess this land: the indigenous folks, the Gallic, the Romans, the Visigoths, the Moors, the Catholics…heck, Spain sent Crusaders to the Holy Land, and then used those experiences (and loot) to help finance the Reconquista of re-claiming the country from Islam centuries later.

And that’s all before they make their mark as a world superpower spreading Empire around the globe.

Spain is huge. In all its climates, it is marked by castles, fortresses, and palaces. And ruins of course…can’t have wars and culture clashes without breaking a few stones.

If one wanted to use any real world setting for a D&D campaign, Spain...just by itself...wouldn’t be a bad place to use as a basis.

Assuming you forget everything East of the mountains (just raise the Pyrenees up to Himalayan heights) you have a huge country ripe for exploration, political intrigue, and conquest...plus, Africa and Araby to the south, England and the Celts across the sea to the North, all climates and weather types (I have a great postcard of snow-covered Toledo), and ancient Gallic dungeons to explore (not to mention deep dark caves ripe for spelunking).

Add a little Vancian magic for kicks (and to taste) and you have a fantastic setting right here, right now.

Personally, I’d take the Tolkien road of having the elves be from “over the sea” (i.e. from the fey lands of Ireland or some such) and thus more likely found in the forests to the north, and the dwarves' home of the eastern mountains (they’re not big on water after all). Halflings might be anywhere, but the hills of Andalusia wouldn’t be a bad idea (they dig on their olive trees).

Wind mills and castles…though also REAL giants for Don Quixote to fight. The rich history of the country provides plenty of fertile ground for any campaign you care to imagine. Pick any 200-300 year period and then pick a culture for your heroic PCs. Are they Moorish adventures? Christian Templars? Mercenaries out of Catalan? Basques trying to hold onto their own way of life?

Regardless of who you choose to be “the good guys” and “the bad guys” there is plenty of wilderness to ride across, plenty of ruins to explore, plenty of trouble to get into…all of which makes for a superb D&D campaign. I love it. I have so many ideas BURSTING in my head for a game…far more than I ever got from my tours of France or Italy or even Germany (and Germany loves its castles and knights and armor and such).

Spain…a couple thousands years of adventure…ripe for the taking. It's definitely worth a gander.
; )

Tuesday, October 5, 2010

Pistols & Plate Armor

[several of the posts to follow, including this one, were written on my plane trip back from Madrid...they reflect my musings during a period of near total exhaustion, so be warned!]

Although I don’t have access to the internet right now (I am currently on a transatlantic flight back to the States), I’ve finished reading both the novels I brought with me and find myself wanting to blog a bit. This post (or series of posts) will go up sometime after my return; I certainly found plenty of food for thought during my two weeks in Spain.

For instance, why the hell aren’t there firearms in D&D?

Oh, I’m aware that the arquebus (isn’t that a kind of primitive pistol?) made an appearance in one edition or another…either 1.5 (Unearthed Arcana) or 2nd edition. But if memory serves, that’s it, and it has (as far as I’m aware) not been in any of the WotC+ editions, unless in some supplement book or campaign setting.

Why not? Because gunpowder isn’t “fantasy” enough? Because it would somehow upset the balance of power in a game? Because “hand crossbows” are cooler?

While my baser, inflammatory nature prompts me to write “GARBAGE” in big bold letters, please humor me as a normal person asking an honest question: why isn’t gunpowder and primitive firearms a part of the fantasy world?

I mean, I can offer up a couple-five theoretical answers myself, but I am curious as to what people think. Let me offer a couple observations on the matter:

- Armor in general has been developed as a defense against the weapons of warfare. Plate armor, while present in Roman times (the lorica segmentum or whatever it was called), but that’s not what most people are thinking about that’s a very different thing from “plate and mail” the kind of armor most folks associate with 14th through 16th century Europe. And the supplementing of mail with fitted steel plates is something done in response to the excellent penetration abilities of weapons like the crossbow and firearm.

- Now, that being said, the crossbow (present in D&D) was used side-by-side with the firearm well into the “plate and mail” armor period. In many ways it was more accurate, easier (or as easy) to load and fire, and had just as good penetration. Prior to “rifling” technology, the range was probably better as well, depending on the size of the comparative weapons. The crossbow collection in the Royal Palace of Madrid is quite extensive and was a significant part of the armory, side-by-side with the handgun (which appear to be prized as highly for their decorative potential as for their use in combat).

- THAT being said, it should be noted that the development of plate armor WAS effective in stopping shot from firearms…plenty of real breastplates on display exhibited dents from actual shot that had been deflected, saving the lives of their wearers. Yes, plate armor was no match for cannon fire…but plate armor would be no protection from catapult shot either (and catapults and trebuchets were still being used in the 14th and 15th centuries alongside cannon also).

So why exactly is it that D&D…a fantasy game of archaic weapons and tactics…does NOT include firearms? After all, it DOES include “plate and mail.” Is it just that one wants to have the image of the “knight in shiny armor on horseback charging the dragon with lance”…and no pistols in the scene? First off…um, when does such a thing ever occur in D&D anyway (that fighter is generally going to have a supporting cast helping him handle the dragon including a wizard with plenty of cannon-like firepower)? And second…just because firearms exist doesn’t mean you don’t still use a sword and shield.

Look, in Spain (let me note once again: gold mine of cool info, folks)…in Spain, the army in the late 15th or 16th through the 17th century divided its troops into four parts:

- the artillery (the dudes with the cannons)
- the cavalry
- the musketeers (rifleman)
- the pikemen

Of these, all but the artillery guys (and maybe even they) were carrying swords as standard weapons, not decoration. They used a four pronged approach to warfare that served them quite well for several centuries…after all, Spain WAS a major world power up until the 20th century (and who knows…they DID just win the World Cup this year…). All these guys would wear some form of breastplate (at least) with the pikemen (natch) wearing near full plate armor…and swords were standard weapons for melee fighting (the pikes were for breaking up and defending against cavalry and other pickemen).

You don’t lose your small scale, man-to-man combat with the invention of firearms. Masses of English longbowmen didn’t render the blade obsolete either…and they were plenty effective (if not moreso) than guns for several centuries.

So why not include firearms in D&D?

Here are some possible theories, off the top of my head:

1) Not true to D&D’s “literary roots.” You generally don’t see firearms in “sword & sorcery” stories. Conan doesn’t use guns. Elric doesn’t use guns. Fafhrd and Mouser don’t use guns. Of course, those stories generally take place in some “primal age” before the sinking of Atlantis or the 4th Age or whatever. Of course, with the exception (perhaps) of Elric, those guys don’t wear plate armor either. ALSO, being “primeval” they exist long before the Christian-mythos inherent in the hodge-podge that is D&D (i.e. “no clerics” in sword & sorcery).

2) Historical Laziness. Plate armor without firearms based on poor research/knowledge. OR poor understanding of how firearms would affect the game (issues of “game balance;” thinking they would somehow render other weapons/equipment moot).

3) Design Laziness.
Throwing up their hands at the thought of creating “accurate” rules. Or figuring out how much such weapons would cost. Or how much damage they’d do. Or figuring the equipment list is already plenty long. Or something.

4) Guns aren’t “magical” enough. In a game where magic is an accepted part of life, the “science” of gunpowder/chemistry seems out of place. Alchemists brewing “potions” with eye of newt? Yes. Mixing up saltpeter and sulfur? No. The Age of Reason leads to the end of the Age of Magic or something. And can a magic-user craft a +2 Blunderbuss or a Pouch of Endless Shot or something?

5) Inertia.
D&D doesn’t have guns. So D&D doesn’t have guns.


Now I recognize that there are other fantasy RPGs of the sword-swinging variety that tackle the whole issue. Warhammer FRP DOES have firearms AND plate armor. Ars Magica is set in the 12th-13th century and has neither. Pendragon, set in the middle ages ALSO has neither. And certain genre-specific games (like ElfQuest and Stormbringer) only have the technology portrayed in their respective Intellectual Properties (plate armor SANS firearms, though only in specific circumstances/cultures).

Here’s the deal folks: that last tactic may work for other games, but D&D has (historically speaking) NOT had a specific IP associated with it (much as WotC may trademark otherwise). This was always one of its strengths…that it could be adapted to any type of fantasy, small combat, explorative adventure setting.

And IF your conquistadors are hacking and slashing their way through the jungle, despite the sun beating down on their steel plated armor, THEN WHY NOT allow them to carry a musket or two or a brace of pistols?

Because it’s “too useful?” Um, all damage does 1D6 in B/X (and even with variable damage charts, I wouldn’t have a gun do more than 1D8, or whatever a crossbow does).

Because shot is “too cheap to produce?” Um, it’s little easier to smelt musket balls than it is to fletch arrows, and putting powder together in the right proportions is a lot trickier…and as with other missile weapons, ammo is going to be a lot harder to come by once you’re out on safari.

Because it’s not “magical” enough? Good. Fine. Not everything need be magical. Magic arrows are a lot more common than magic bows (and is there even such a thing as magical “shot” for a sling? David and Goliath might say so)…and magic swords are much more common than those. Rightly so…when it comes to combat, D&D has always favored the sword over the arrow anyway…why should pistols be any different.

Because I don’t have an accurate price list for guns? Um, D&D has never been incredibly accurate with regard to pricing. Use historical values or your own fantasy economy and “wing it.” I prefer something like comparative costs in Mordheim (the Games Workshop game) for this type of thing.

Honestly, I see no reason not to use firearms in D&D, unless you’re really big into having light catapults aboard sailing ships (which I always thought was a little ridiculous) or use a lot of siege warfare and feel D&D castles wouldn’t stand up against cannon bombardment (not with the Rules As Written, certainly). But I know A LOT of folks never explore that far into the game rules anyway; i.e. most folks aren’t doing naval or siege warfare in their D&D campaigns. So why not throw a pistol or two into the mix. I’d rather see THAT, than a standard party of adventurers carrying “hand crossbows” purchased using the Unearthed Arcana rules!
; )

Saturday, October 2, 2010

Holy Toledo!

Yes, I am still in Spain.

For the most part, I am loving it, though I will be back stateside soon enough (i.e. in roughly two to three days). I'm sure you folks can wait THAT long. Jeez!

While I've had internet access for the last couple-couple, I've been mainly too busy sightseeing or too exhausted (from sightseeing) to bother blogging. Also, it sure would have been smart if I'd bothered to bring a cable for uploading photos from the cam to the blog, 'cause I'm sure I'd have plenty to say when one considers the mishmash of cultures and multi-thousand year history of this incredible country. Pretty f'ing fantastic.

Right now, I'm in the city of Toledo, the main city I wanted to see on our trip (though the Basque country was a lot of fun and Granada and Madrid were nice as well...all right, as I said, everything has been cool. Though I would strongly recommend NOT driving in Granada. No! NOOOoooo!!). Toledo, not to be confused with the city in Ohio that bears its name (they even have a street here named after Toledo, Ohio)...TOLEDO, the REAL Toledo is about 2500 years old, and was the capital of Spain until Phillip the Dos (that's "II") decided he'd rather move the political seat of the country to a little village called Madrid in 1561.

I'm not sure what's more impressive...that Madrid will be celebrating its 450th birthday next year (only about twice as old as the United States) or that the original capital has more than 2000 on THAT. Well, actually, that's a lie...I DO know which is more impressive to moi.

Anyway, MY reasons for wanting to go to Toledo were a little more...um..."base" than simply wanting to soak up the beautiful architecture, history, and cultural gumbo (Islam, Catholicism, and Judaism have been peacefully coexisting in Toledo for several centuries). Nope, all that is great, marvelous in fact. But I came here for the swords.

I can remember the first time I handled a replica katana in some Seattle cutlery shop, more than 20 years ago, and naively asking where in Japan it had been made. "Spain," was the reply. I was told there weren't any swords being forged in Japan (at least not for export) and the only real blades still being commercially manufactured THESE days (this would have been the late 80s) were being forged in Spain.

Now, of course, there are plenty of replica artisans all over the world. Ahh, the magic of the internet which allows hack writers like myself to self-publish all over the world...and hobbyist sword-makers to manufacture all sorts of edged goodies for a profit.

But still, there's a difference between buying an "authentic Scottish claymore" hand-forged locally from your neighborhood Renaissance fair, and picking up some real Spanish steel in the world's sword-making capital. Or maybe there ISN'T a difference...except in MY mind.

But you know me...I'm kind of "old school," like that.

So, anyway, Toledo. I heard that swords were big in this town...hell, in the whole country for that matter, and yeah, it appears to be true. Even up North in the Basque region, the wedding we went to featured sword salutes and sword dancing (outside the church) not to mention a big-ass broadsword being used to cut the wedding cake. And yes, there's plenty of sword history in the country (what with the violence of the Reconquista and Crusades). But Toledo?

This town is something else entirely.

Now, of course I should note that Toledo isn't just the "place of swords." It's really the "place of swords and marzipan." You know, that sweet almond-paste candy? Apparently it was invented here. There are nearly as many shops selling marzipan as selling swords...which is a good thing, since my wife is far more interested in the tasty confections than the edged bad-ness. But pretty much EVERY shop, EXCEPT the confectioners sell swords.

Every shop. Like every single window has a prominent rack of blades of all types, styles, designs, and craziness. For a sword enthusiast, this place is hog heaven.

Moreso...I've actually become a bit jaded to the whole experience. The place is also a Mecca (no pun intended) for tourists and history buffs (duh) and the place must sell more swords than...

Well, shit. Than anywhere in the world. I mean supply and demand right? Could these businesses stay in business without moving all this inventory? Come on!

Every time I turn a corner (and like Venice, this place is filled with medieval, winding streets...all old, all stone, though thankfully all marked) I half-expect to see a pair of tourists, duking it out with replica swords like some Highlander-style alley fight. I mean, what else could they be used for? Is there some type of underground, Toledo duelist club (Spain's answer to Fight Club?) that I'm not privy to? If so, they must be doing it somewhere well concealed...the main thing I see cruising the streets at night are young people in tiny cars, blasting loud dance music and looking for a party. That particular scene is no longer my thang, but honest-to-God fencing in the streets of historic Toledo? I have to admit, the idea holds a certain appeal as I find myself approaching middle age.

Too much D&D I suppose.
; )

Anyway, I did buy a sword today...much as I would have liked to forge my own (I've read too many books as well), I did get an excellent piece from a real Toledo sword-smith...a 4th generation hombre who's been forging for 40 years and works out of a shop more than three times that old (we got to tour the shop...it looked like your average extremely crowded garage plus forge, work tables, and stacks upon stacks of half-finished pieces). Much as it would have been nice to pick up a cruciform broad sword or bell-guarded rapier, I settled on a tasty small-sword...all hand-crafted, even the quillons (several of his commercial pieces incorporated molded pieces into the hilt as a means of expedience). It's simple and elegant, and the blade is supple enough the espadero could bend it at a 90 degree angle without snapping it, the whole flexing swiftly back into its original position. Ugh! It's so beautiful and so completely impractical (I certainly hope never to poke someone with it!) that I'm really at a loss for words. As with other parts of this trip, the thought of it just fills me with...well...with a lot of feeling.

Fortunately, it was in my price range (it wasn't made with meteoritic iron after all!), and my wife and I both knew there was a very good chance I'd purchase a sword in Toledo (I never did have much of a poker face). Wow...I can only hope it clears customs so I can unwrap it and revel in its shininess...right now, it is boxed and taped and it ain't coming out till we get back to Sea-town. Hopefully, no fat tourist in the midst of a mid-life crisis slaps me with his glove while I'm prowling the city, looking for a churro (the wife is already stocked-up on the marzipan).

However, if some deathwish-craving Yankee DOES hit me up for a duel, I'm sure I'll be able to pop into whatever shop I happen to be browsing, and nip back out, blade in hand. I mean, really, it is THAT easy in Toledo. I kid thee not...every single block. There are enough armas blancas in this town...replica AND authentic...to arm every single tourist and stage a mass battle scene that would put Nightwatch to shame. Maybe not enough claymores to do Braveheart...but I wasn't a huge fan of that flick anyway.

All right, all right. That's enough for now. I've got another 48 hours or so "in country" and I need to spend some of it sleeping. Adios, amigos! Nos vemos!
: )

Monday, September 20, 2010

Taking My Show on the Road

Well, not really. I’M hitting the road, and I can be a bit of a “show” but I’m not proselytizing the Good Word or anything.

My wife and I are heading out to Spain for a couple weeks. We have friends in several cities with whom we’ll be staying and we have a wedding to attend as well (yes, some people in Spain DO still get married…though not nearly as often as over on this side of the ocean). It’s my first trip to the Iberian peninsula and I’m excited to go…wine, tapas, castles, and a mix of culture and history many centuries old, how could I not be? Plus, we’ll be visiting Toledo which is a bit of a historic Mecca for a sword aficionado like myself (or so I’ve been led to believe).

[yes, yes, I’ve blogged much about the axe being my favorite fantasy weapon, but the sword…the real, historical sword…has always held a special place in my heart. Something that even years of distasteful “sport fencing” (not to mention shot-to-hell-knees) has been unable to spoil. Thank goodness!]

So Spain: a couple weeks, a whirlwind tour, 5 or so towns…should be lots of fun.

But it means my loyal blog readers will be without my meanderings for a couple-couple. My wife IS urging me to take my laptop, but I suspect she wants to watch DVDs on the plane or something…SHE can check her email on her fancy phone, after all. As of this moment I am 99.9% sure I will be travelling SANS computer.

ALSO, this means I will NOT be in a position to mail out more copies of the B/X Companion. I am still taking orders (believe me, I still want your money!) but any orders made will be delayed at least a few days getting out the door. I CAN have my brother put a couple in the mail for me (much as I prefer to do my own quality control, he knows the drill), but I have to email him with the addresses and customs info. My advice: if you want a copy, best order it by MIDNIGHT TONIGHT so I can get it out in the mail Tuesday morning…otherwise, you should probably wait till October 1st to place your order.

In the past, my trips to Europe have always involved me writing copious amounts (go figure) in a personal journal purchased expressly for each individual trip. However, that was before I had a long-running blog, a published book, or a new-found enthusiasm for game writing. Generally speaking, 44 hours of flight time (round trip) sounds like pure writing heaven to me…but I’d hate for something to happen to my electronic device on the trip and lose EVERYING I’ve worked on over the last year…and I doubt I’ll have a chance to back up the entire enchilada prior to leaving (hell, I’m going to be packing tonight…and I still have to work ten hours tomorrow!).

Ugh. Maybe I’ll just take a notebook and pencil. Man, my brother’s right: I AM an “old man!” Jeez.

Anyhoo, that’s the news. Blogging will be slow to non-existent for a bit, but I SHALL return…Autumn is my favorite time of year in Seattle, and I want to get back in time to enjoy all its wet and musty October glory. Plus, I’ve got Seahawks games to attend!

: )

Sunday, September 19, 2010

Some Notes...and Some Philosophy

RE Thursday Night's Session

Hmm...four sessions at the Baranof...plus a "pseudo-session" at my house. Three players. Seven characters. Seven character deaths.

De-briefing (decompressing, I like to call it) after Thursday night's session, I once again found it a bit odd that everyone had a good time and intended to come back for more, besides getting killed off. I mean, it's not like I'm running S1:Tomb of Horrors, right? Just B2...you know, an introductory adventure for characters level 1-3? The guys haven't even fought an owl bear or anything.

Life as an adventurer is hard...pure and simple. Sure it beats working on the farm, and pays better than apprenticing to the local candlestick maker, but it's damn dangerous. "Feast or famine," as they say...except the famine part is actually "grim and painful death." So far, everyone that's died in B2 has been put down by cannibalistic monsters, so you KNOW most of their bodies ended up in the stew-pot (the heroic man-at-arms, Mac, is the only one who managed to get a decent burial...you think Bud worried about hauling six bodies out of the Caves after the ogre fiasco? No way, Jose!).

Here's the thing, the players talked about it and KNEW they could have done better than they did. They could have run. They could have tried to bribe the ogre with food or treasure (that's what the goblins did after all). The elf could have cast charm person at the giant humanoid. Hell, I don't know...maybe it was afraid of fire (like the Frankenstein monster)...would some flaming oil or a torch waved under its nose caused it to panic?

Could running have been an option after the first character died? How about the second? Or the third?

I know Steve-O kept waiting for his gnoll buddy to come back, but the gnoll was chasing goblins deep into their warren...for all I know he was killed by the chief and his bodyguards (who the escaping guards had went to warn)...regardless, the "fight" (more like "the slaughter") was over in a handful of rounds, and it would have taken the gnoll more than a turn to come back. And seeing his "master" slain, he probably would have killed and eaten the last, lone man-at-arms anyway.

All that XP and treasure being left on the table...what a waste.

Luke actually suggested that I could have "fudged" the rolls with the ogre. Wha-wha-what?! Fudged?

You're kidding right?

Actually, I bit my tongue and didn't say anything of the sort. After all, here's a guy who's been acting as a dungeon master for the last several years, generally with the latest editions of D&D...games that scream to keep players alive if only so you don't have to go through the several hour process of creating a new character.

And besides that, I HAVE fudged dice rolls before...as a Dungeon Master. Even in the old days, when playing Old School D&D...you know, 1st edition AD&D? While I can't remember any specific instances I'm sure...like 99.9% sure...that I fudged dice rolls to allow players to survive...both encounters and traps.

But I don't want to do that anymore. There are a couple reasons why.

For one thing, fudging rolls is a bit of a slippery slope: where does it stop? I mean, you want character death to be "on the table" (at least, I do), after all...it makes the risk/reward dynamic more poignant. But who gets saved and who doesn't? And how many times before someone's number is finally up?

For the DM to make that decision means the grossest exercise of DM fiat. And, yes, one could do random tables to act as "get out of jail free" cards...like one of the various Death & Dismemberment tables put forward by various blogs. But I don't really want an additional table...especially one involving extra math determined by the extent of that final blow. Hit points are reduced to 0, character dies. It's tough, I know it's tough, but it's the way the game is written, right? I can think of a couple ways off the top of my head to soften it, but let's get to my second reason why I'm against fudging.

I don't think it's necessary.

Really...I don't think it's needed in order to ensure characters survive. I think that adventuring parties, appropriately equipped and on-their-toes sharp CAN survive...and thrive...even at 1st level.

Really, truly. The game is hard. And maybe Gygax was a psycho-bitch of a Dungeon Master to craft adventures where, "oh here are our 1st level characters fighting goblins and oh wait a huge ass ogre wades in and beats the living snot out of all of us."

Sure...if there had been a magic-user with the wonderful sleep spell, the ogre would have gone down like a sack of bricks...but who's to say the party wouldn't have used sleep to knock-out the half-dozen goblins? Who's to say a goblin spear (D6 damage) wouldn't have killed the 1st level mage (D4 hit points)?

Sometimes, the game IS a bit of a crapshoot...but one has got to do everything in his or her power to maximize the odds and take advantage of the situation.

I just keep thinking back to the on-line game hosted by DM Pat Armstrong in which I played a low-level cleric. We took out a damn cockatrice...and insta-kill monster and a 4 or 5 hit dice monster...with zero casualties. But half-a-dozen 2 hit dice troglodytes wiped out most of our (full strength) adventuring party, including my cleric...and I KNEW that was going to happen. I knew it was a bad idea to engage those scaly f***ers and I could have beat feet out of there if I wasn't inclined to be some sort of damn hero/"team player" at the time.

Up till that point, my character PERSONALLY was doing quite well...it was either our 2nd or 3rd session and I'd already acquired quite a stash of treasure and a magical artifact. I didn't have to die then and there! But I screwed up, and took a very un-wise risk and I paid the price.

And, no, I don't think it's necessary to play the game cowardly nor particularly mercenary in order to survive...you just need to be SMART. If Joachim had not charmed the gnoll first, do I think Hensvik would have allowed the elf to un-chain it? Hell, no! He wouldn't even free an orc, despite the fact the PCs could probably have easily handled a single orc that decided to turn on them. Would Thundarr and Cain have died if the two hadn't been divided and conquered? Maybe...but it would have been a lot LESS likely.

My players' characters have perished through mis-adventure...that doesn't mean they're not learning to be more cagey and inventive. It doesn't mean "trust no one;" how many blogs have I read where people talk about B2 and how, "boy, my players would NEVER team up with the evil cleric...they kill anyone that tries to be friendly, they're so paranoid!" Those players would probably have put the crazed gnoll to the sword rather than attempt to turn him into a useful tool/weapon...and the latter tactic was a pretty darn good one if you ask me. It was only other missteps that prevented the players from capitalizing on it.

Anyway, my point is: I don't think I need to fudge jack-shit. I know dice rolls are random, and sometimes those random results suck (and random results that "don't make sense" should of course be discarded...like when the elf rolled that he was the cousin of the dwarf on my Random Relationship table). Chargen is NOT so hard or tedious that it's a burden to make up new characters when necessary...and low-level players CAN survive with a little care and ingenuity...as well as the occasional ballsy or brazen maneuver.

By the way, while Luke had to go home to his family after Thursday's game, AB and Steve did insist on rolling up new characters then and there for the next session. Steve (who does not read my blog at all) created a Halfling, and was pretty excited by the prospect. Finally someone who's truly excellent at the whole knife-throwing shtick. His name is Roderick, he has a short, attachable hood, and pretty darn good ability scores (including a Strength of 16 and a Dexterity of 14), as well as plenty of gold to spend, unlike his last two characters.

My brother rolled up a thief with less than optimal ability scores, but a Dexterity of 16. He's bare-headed but has an (amazing) curly mane of hair, and the required thief mustache and stubble. His name is Blarth.

Unfortunately, EVERYONE is going to have to wait to try out their new characters. My wife and I are leaving for Spain in the next two days, and we won't be back for a couple weeks. Yep, the ol' B/X Blackrazor Blog will be going down 'round about Tuesday folks. Though I might toss up a couple posts while I'm in Europe.
; )