Showing posts with label Books. Show all posts
Showing posts with label Books. Show all posts

Monday, July 3, 2023

EarthBound Endings

So, one of the things that happened during the course of the pandemic is that I sat down and seriously played all three games in Shigesato Itoi's MOTHER series: EarthBound Beginnings (aka EarthBound Zero), EarthBound, and the fan translation of Mother 3. And holy heck, are they good.

Because I'm autistic (no literally, I got diagnosed), I can't help but think about what could have happened between EarthBound and Mother 3 for the world to get the way it is. I mean, the latter game gives an overview eventually, but what exactly led to the events that the White Ship was fleeing?

Then a conversation with my old boss brought up an interesting detail: he thinks that the Dr. Andonuts that shows up in Mother 3 is not the same one in EarthBound, but a grown-up Jeff who just happens to look a lot like his father. (Makes sense; people tell me I have my mom's eyes.)

So, my hyperfixation on certain details of the game world led to the following ideas. I might actually use this as the basis for a short campaign, probably run using a relatively low-powered modern ruleset. Obviously, spoilers are ahead for all three games in the series, but I'll try to keep them minimal. My advice: play them in order, and take it especially easy on EBB's shortcomings - it's old!

Wednesday, December 26, 2018

Trimming the Fat: The Final Trimension

(Continuing on from the previous posts here and here, as well as some of my thoughts on gnomes here and here. Unlike its namesake, hopefully this installment won't be a tepid retread with Mako in a minor role.)

In my quest to build the perfect portable gaming kit, I decided that where the rules are concerned I need something small and lightweight - not just mechanically, but physically. White Box (a digest-sized and very beautifully laid out redesign of Swords & Wizardry White Box) fits the bill, and it's dirt cheap too. If my players insist on adding additional classes, it's pretty easy to integrate the ones from Swords & Wizardry Complete, and only slightly more difficult to add the few additional ones (bard and illusionist) that aren't found there.

Friday, December 14, 2018

On Thaumaturgy

Just a brief quote from Isaac Bonewits' Authentic Thaumaturgy (which I've sub-quoted here - and boy, have some of my opinions changed since writing that post). It's rare to see an intersection of real-world and fantasy Magic from a standpoint other than alarmism, and this piece of wisdom makes me want to improve my game, at the very least.

“The whole artistic and intellectual joy of magic is in the subtlety of it all, and in the occasional need for instantaneous rational and/or intuitive judgements about life and death situations. All this is missing, and so is the simulation accuracy, when a magical wand becomes just another sort of laser pistol.”

Sunday, August 12, 2018

Michael and the Magic Man

Not strictly a gaming-related post, but I found this in an old issue of Ares Magazine (Issue #3, July 1980). It's a short "capsule review" by Greg Kostikyan of a little-known novel: Kathleen M. Sidney's Michael and the Magic Man.

I found the novel by chance at a local used bookstore, and I'm surprised and dismayed to find that there's basically nothing about it online; few have heard of it, and it looks like the author hasn't gotten any other books published. I'm posting the review here for two reasons. First, to make it available in searchable text; the PDF scan of the magazine from the Internet Archive, while of great visual clarity, hasn't been run through an OCR program. Second, to spread the word on the book in my own small way; while it's not perfect, I did enjoy it and would like to see it in print again some day.

Without further ado, the review (after the jump):

Sunday, October 8, 2017

Trimming the Fat II: The Trimmening

Here's the promised followup to my previous post. Last time, I pruned a few extraneous classes, and hung question marks over many more; today, I'll be looking at the typical selection of character races. As with the last post, to qualify here, the race in question must have appeared in the core rules of at least two "editions" of D&D.

Dwarves and Halflings

(First playable appearance: Men & Magic, 1974)

Dwarves have long been a staple of D&D, due to their ubiquity in Tolkien's Middle-Earth stories - major party members in The Hobbit, less so (at least directly) in The Lord of the Rings. These roles have been reversed in the latter, where four of the central characters are hobbits. These two races have often been grouped into similar categories; in original D&D (pre-Supplements), they are both restricted to the fighter class, while AD&D (both 1e and 2e) allow them to be thieves in addition. (1e is unusual in that halflings cannot be clerics, but halfling NPCs are allowed to be druids!)

The reason that I group these two together is as follows: I feel that having both as distinct species is a bit redundant. Short people, sometimes with long beards (including female dwarves, at least according to Gygax), who can't usually be wizards? In my campaign, I've long considered merging the two into a single species, with the subraces having different characteristics; perhaps it's the "Tallfellow" or "Stout" dwarves who are longer in leg and beard.

Elves

(First playable appearance: Men & Magic, 1974)

Elves are pretty much essential components of any high-fantasy game. They look and act similarly enough to humans that the two can conceivably adventure together, but are just different enough that a Referee with any creativity can put vast oceans between the two species just under the surface. (This is another reason that the Vulcans on Star Trek tend to pop up as major characters; in fact, one can easily draw parallels between the two). And if these are different species, not just different ethnicities of humans, then it makes sense that they would have some classes that are harder (or flat-out impossible) for them to pursue. An acquaintance pointed out that, logically, they should also be able to do things that humans can't do, and this is why I think multi-classing (with a few limits) is a good way to differentiate demihumans from humans.

Gnomes

(First playable appearance: Players Handbook, 1978)

Oh jeez... If dwarves and halflings as separate species seems superfluous to me, gnomes are about as useful as a third thumb. Rarely do I see anyone play them; in fact, I've only encountered two gnome player characters in any fantasy RPG I've run or played (one of which is my own PC, Roywyn Raulnor). Considering Tolkien's influence, it seems fairly obvious that their origin lies in Tom Bombadil, but it doesn't really seem necessary to have yet another species of short height and long beards.

"I gnow thee gnot, old man."
(model from Battle for Middle-Earth II)

The main point of interest is that, in AD&D (both editions), gnomes are the only demihuman race that can be illusionists; I concede that my own gnome PC, if ported over to AD&D from her current home of 5e, would be a multi-classed illusionist/thief. But I say just let the combined dwarf/halfling species be illusionists, and free up the gname of "gnome" for fey creatures more resembling those seen on American lawns.

Half-elves

(First playable appearance: Supplement I: Greyhawk, 1975)

Half-elves do technically appear in The Lord of the Rings. Elrond is called "Half-elven", although his parentage has little actual impact on his mortality or the way he is viewed by others (at least from what I read - I read all of The Fellowship of the Ring, but couldn't get through more than about a quarter of The Two Towers). He chose to identify with his elven ancestors, and so he's considered an elf.

If a player character wants to be a "half-elf", that's fine by me, but they have to choose whether that means they will identify as an elf or a human; there's no real reason for such a strong level of incomplete dominance that they're considered a separate race. I get the feeling that the desire for half-elves is largely based on min-maxing, as half-elves get more classes to choose from than elves, but still have some special abilities. In that cast, why not just let elves have more classes, and drop the mechanical differences of half-elves?

Half-orcs

(First playable appearance: Players Handbook, 1978)

Same here as for half-elves. If a Referee wants to let players be a potentially "monstrous" species, just remove the status of full orcs as mindless, faceless evil minions, and let players be orcs. The games in the Elder Scrolls series, starting with Morrowind, did this with great success; orcs are integrated into society for the most part, and their fierce reputation serves them well as soldiers.

Dragonborn and Tieflings

(First playable appearance: Player's Handbook, 2008)

I'm inclined to just say "no". Tieflings have a bit more history, appearing initially in the Planescape setting for AD&D 2e, but dragonborn have no excuse aside from Wizards of the Coast trying to cash in on the humanoid races popular in World of Warcraft. If someone wants to play a dragon-like character, there were already half-dragons for over ten years by the time 4e came out! Also, as Preston Selby pointed out here:
"I just think there's a sort of breakdown in the game when a player can say their character is a half-dragon with a horny lizard-head and a breath weapon, and there is an expectation that the character can walk into a town and an inn with the humans and the halflings and everyone will act like this is totally normal. At that point, the game has seriously damaged its potential for weirdness and wonderment."
At that point, discrimination by non-fire-breathing humans and dwarves isn't necessarily based on irrational, prejudicial fears (although there's probably an element of that); it's a very rational fear that the dragonborn might sneeze too hard and burn down your house!

I realize that this gets into the same thorny area as X-Men (as much of a prick as he was, Senator Kelly was right when he referred to powerful mutant teenagers as "weapons in our schools"). This is why fantasy and sci-fi can only use metaphors for racial and religious discrimination up to a point.

Ack, back on topic: I don't think dragonborn should be a "standard" species in the kind of games I like to run. As always, these are just my opinion, not some kind of holy pronouncement.

The Tally

Playable: Dwarves (including Gnomes and Halflings), Elves, Humans, possibly Orcs

Friday, April 1, 2016

A is for Alignment

(Thanks to Stelios for pointing out that I need a theme for the month. Okay, the theme is... Classic D&D! :D )

Law, Neutrality, and Chaos represent a character's ultimate goals. A Lawful character seeks to create and/or solidify order in a given group or society. A Chaotic character seeks to dissolve any existing order, and prevent further order from forming. A Neutral character either seeks a balance between the two, or doesn't care too strongly one way or the other.

Good, Neutrality, and Evil represent a character's reason for seeking their goals. A Good character wants to give life, liberty, and happiness to as many creatures as possible, and is altruistic. An Evil character wants to deprive creatures of the same, and might be described as power-seeking. A Neutral character wants what's best for themselves, and might include others in their goals or not.

Lawful Good: Order for the sake of security and fairness. The Paragon.
Lawful Evil: Order for the sake of personal power and control. The Machiavel.
Lawful Neutral: Order for order's sake. The Bureaucrat.

Neutral Good: Balance (or status-quo) for the sake of tranquility and contentment. The Peacekeeper.
Neutral Evil: Balance (or status-quo) for the sake of maintaining personal power and control. The Tyrant.
True Neutral: Balance (or status-quo) for its own sake, or for some mystic reason. The Independent (or The Druid).

Chaotic Good: Disorder for the sake of liberty and happiness. The Dionysian.
Chaotic Evil: Disorder for the sake of personal power. The Destroyer.
Chaotic Neutral: Disorder for disorder's sake. The Wildcard.

Some examples from fiction:
  • Randall Flagg in The Stand is a good example of Lawful Evil. He establishes a draconian regime that militarizes against Mother Abigail's "Boulder Free Zone" (based on the events in the miniseries, I'd call them Neutral Good for the most part). His methods are extreme, but they get results, and he's able to attract a large group of people that would probably be Lawful Neutral under a more benevolent leader.
  • By contrast, Flagg in The Eyes of the Dragon is Chaotic Evil. He is explicitly stated as seeking to cause chaos and bloodshed, somehow feeding off of it. Note that his methods are not necessarily crazed or random, as many tend to think of Chaotic Evil; he plans methodically, playing a long game in the hope of creating utter, violent anarchy when his machinations come to a head.
  • The priests of the Temple of Syrinx (from Rush's suite 2112) might be Neutral Evil; they do want to maintain their power, and head up a hierarchy to do so, but they don't really need to create further order as they already control everything. Their destruction of the guitar seems to be motivated more by spite than by a desire to maintain the hierarchy; otherwise, their behavior might occupy a grey area between Lawful Neutral and Neutral Evil.
  • The Vogons from The Hitchhiker's Guide to the Galaxy are extreme Lawful Neutral. Few of them seem to enjoy causing death and destruction, but they aren't bothered by it so long as it's done according to the proper procedures. Their destruction of the Earth is amoral, yes, but not malicious; Jeltz mutters "...apathetic bloody planet, I've no sympathy at all." This seems to imply that they would have happily left the humans alone if they had bothered to get down to the planning office and register a formal complaint; the hierarchy is paramount. (Side note: I wonder how strongly the Modrons were influenced by the Vogons...)