Showing posts with label alignment. Show all posts
Showing posts with label alignment. Show all posts

Monday, July 19, 2021

Alignment and Lawful Clerics

This is the third in a series of web log posts where I describe what “alignment” must mean in the Perilous Realms, based upon our group’s tone and play-style, and its cumulative rulings so far.



Lawful Clerics and Alignment

Lawful Clerics are members of the Church of Law who have made vows and joined some order of religious (which is to say, monastic) knights. Regular, everyday priests and prelates are not “Clerics,” in this sense. Should a Lawful Cleric willingly break any of the Laws of Noe his or her clerical powers would be removed until repentance and restitution are made. That said, those who become knights of religious orders (the so-called “Clerics” of the game) have additional rules they must follow as a part of the vows that set them apart and grant them their authority to call on miraculous powers. Willingly breaking these vows also result in the removal of their special authority until repentance and restitution is made. These are the Seven Vows of the Crusade of the Orders of Religious Knights (Clerics):

The Vows of Crusade

1. Worship the Most High alone

2. Observe Sabbat, fasting, alms, and prayers

3. No shedding of blood

4. Show honor

5. Show mercy

6. Shun falsehood

7. Shun vanity

The first vow, monotheism, sets Clerics apart from their coreligionists. Other Lawful men may “worship” many gods, angels, and saints, including the offering of sacrifices and oblations, so long as these Powers are recognized members of the Council of the Most High and the rituals themselves do not involve the worship of idols. Clerics, on the other hand, may only engage in the ritual worship of the Most High, alone. That said, Clerical powers are mediated by saints and angels whom the Cleric adopts as a patron. But the Cleric does not worship such patrons.

The second vow commits the Cleric to certain religious and ascetical disciplines. These include a day of rest every week – Saturn’s Day, or the Day of Kronos. Kronos is closely associated with the Most High. (But there is debate as to whether or not Kronos is the Most High!) Weekly rest and daily prayers are necessary for the restoration of miraculous authority, Clerical “spells.” If a Cleric does not rest to pray once a day, and rest entirely once a week, Clerical spells are temporarily unavailable. In cases of evasion in the wilderness, this may prove dangerous to a party.

The third vow, no shedding of blood, is where we get the Clerical prohibition on the use of sharps as weapons. The blood is the life of the animal and belongs to the Most High. This means that Clerics are “vegetarians,” in the sense that they do not eat the flesh of mammals. Other animals and milk are not off limits. But won’t, you might ask, a mace “shed blood”? Well, yes. But here is where a little beautiful casuistry enters (and how could a game be “medieval,” without a little casuistry?). The shedding of blood by means of blunts is not necessary and is often a deleterious but unintended consequence of their use. But by fighting with sharps the means of subduing or killing an opponent depends upon cutting, and therefore the shedding of blood is inherent to their use. So: “no sharps,” but not “no killing,” see the commentary on the Fourth Law.

The fourth vow, honor, is directly related to obedience, something inherent to any form of monasticism or membership in a religious order. But it also includes the encouragement of subordinates and things such as respect for the dead by putting them to rest, etc. Clerics rarely tolerate the abuse of a corpse and must never participate. The Clerical war against the Undead is not that of corpse mutilation, but all attempts must be made to free the corpse from this unholy abuse and restore the body to rest through proper committal to the elements. This includes burial, proper, in the earth, but also burial at sea and cremation on pyres. When Clerics gain the authority to dispel the curse of Undeath, this does not cause the undead victim to disappear or disintegrate. It rather immediately restores the corpse to a state of rest, laid and in a position ready for committal to the elements.

The fifth vow, that of mercy, means that all Clerics are expected to do whatever they can to defend and, if necessary, provide for widows, orphans, pilgrims, the oppressed, etc. They are expected always to grant subdued foes the chance to convert to Law, repent and be saved. Fell races and Chaotic monsters are incapable of conversion and repentance, so mercy does not extend to them.

The sixth vow, the prohibition of falsehood, means more than simply not lying. It also demands that a cleric use no disguise, nor engage in any “sting operations” or subterfuge. Nevertheless, a Cleric may tolerate other party members who do so, they simply may not directly participate. If directly questioned in such situations, Clerics may, however, tell the truth in a “creative” way.

The seventh vow, the rejection of vanity, means avoiding the pomp of the world. As a virtue, this includes not coveting the wealth, title, or power of others. As a practice, it includes the requirement to tithe any wealth obtained through adventuring. This corresponds to the traditional monastic vow of “poverty.” It also includes the monastic vow of “chastity.” Remember, this is a medieval fantasy, so marriage in the medieval world was often a means of glory, the making of alliances, and the maintenance of worldly society. Think “trophy wife,” and you will get the picture. Although marriage is lawful and to be esteemed for those not involved in the religious life, for a Cleric, all spouses would be merely worldly “trophies,” for those who have answered the high call of Crusade.

Next: Alignment and Evil Clerics


Sunday, July 4, 2021

Chaos in the Perilous Realms

This is the second in a series of web log posts where I describe what “alignment” must mean in the Perilous Realms, based upon our group’s tone and play-style, and its cumulative rulings so far. The first was on the Law of the Perilous Realms.



Chaos in the Perilous Realms

Okay, so a character is on the side of CHAOS. But what does that mean?

It means you defend moral sentiment and basic instincts as all that is necessary to guide behavior. It means you believe that human culture, customs, and traditions often subvert basic human sentiment and instinct and should thus be shunned and overturned.

The above sounds rather noble. And the highest philosophers of Chaos indeed hold the above in very high esteem and may wax rhapsodic about it from time to time. But mainly folks who choose Chaos just choose it because they don’t want to obey law, or perhaps just anyone at all, so Chaos suites them just fine, whatever its philosophers may or may not say. What are the basic sentiments?

The Seven Sentiments of Chaos

1. Honor

2. Loyalty

3. Reciprocity

4. Affection

5. Purity

6. Pity

7. Liberty

Honor may well be honorable, but it can also turn into a shame-based culture and an almost gang-like vibe of constantly worrying about and accusing others that they have “dissed” them. Think gangsters or the 47 Ronan story.

Loyalty can be honorable, but it can also turn to cruelty when the demands of the superior are not fair to the inferior, but the threat of accusations of disloyalty forces obedience.

NOTE: the combination of honor and loyalty means that, in the main, Chaotic parties, and even Chaotic members of a mixed party, may, generally, be expected to be helpful rather than harmful to the party. In other words, having your character behave poorly towards other members of the party because the player claims to be playing “in character,” as someone on the side of Chaos simply will not fly. So, no Trolls, no Griefers, no doing it “Just for the Evulz.” In the main, this includes even non-player characters, at least towards their own companions.

Reciprocity means fairness and justice, but it can just as well turn into a zero-sum game of retribution. Seeking one’s self-interest can always be justified as demanding justice in the form of mere retribution in the style of a moral “tit for tat.”

So, obsessive concern for the above can turn to their opposite. A sensitivity to dishonor and betrayal, together with a strong commitment to the demands of reciprocity (render as rendered) may lead to retribution and vengeance. This is especially intense as Chaos shuns courts of law as a merely human custom that gets in the way between two parties having the “freedom,” to “resolve” the dispute on their “own terms.” So, duels, feuds, assassination, and lynching are de rigueur for Chaos.

Affection can be a beautiful thing, like a mother’s love of a child or two fast friends. It can also be the affection a master has towards his slave, or, in turn, the “Stockholm Syndrome” generated in the hearts of the kidnapped towards their captives.

Purity is an honorable sentiment, leading to the shunning of things that might degrade human dignity. It can also lead to self-righteousness, a sense of superiority, sexism, racism, bigotry –looking at another member of a free race – or even a free race as a whole – as if they were less-then. Cruelty can always be justified as simply following the human sentiment of “moral disgust” towards the “inferior,” or “vermin.”

Pity can lead to mercy, kindness and even defense of the helpless. Pity can also be condescending and humiliating. Pity is not necessarily compassion or empathy. Conan often shows pity and provides kindness and defense. He would not even know what “compassion” means, and “empathy,” would simply be meaningless to him.

Liberty cannot stand that free races should suffer any compulsion, but it can also just be a freewheeling, “don’t fence me in,” “get of my lawn,” attitude that justifies flouting any law that seems inconvenient in the moment. Liberty is often cited by the chaotic as the very reason why universal Law must be rejected. Universal Law is seen by the chaotic as a trick by which the “weak,” have figured out a way to limit the power of the strong and worthy (think Nietzsche here). (Lawful, on the other hand, sees the Law as the means to freedom. Lawlessness is dangerous and oppressive, not only to the weak but the strong as well. Law guides creativity and reasonable action, and thus true freedom.)

A note about the relationship of Chaos to being a “good” character:

You can certainly have a fundamentally “good” Chaotic character. But there are simply more evil Chaotic characters because evil folks will almost always choose Chaos as it can easily be manipulated to justify their lawless behavior.

Up next: Lawful Clerics and Alignment.


Saturday, June 26, 2021

Law in the Perilous Realms

This is the first in a series of web log posts where I describe what “alignment” must mean in the Perilous Realms, based upon our group’s tone and play-style, and its cumulative rulings so far. I am coming to realize how essential to the game alignment is. It defines so many things: the cosmos, the setting, the characters, the classes, especially clerics, monsters who are intelligent, and whether they are free, language, and whatever counts as “religion” in a given setting. This shouldn’t be surprising, I suppose. It is a wargame, after all. And wars have sides.


The Law in the Perilous Realms

So, a character is on the side of LAW. What is the Law? Well, since you asked, they are the Seven Laws of the Prophet Noe, revealed from heaven, through the great prophet who survived the cataclysmic ancient flood of Tiamat.

The Seven Laws of The Prophet Noe

1. Thou shalt not worship idols

2. Thou shalt not curse the Most High

3. Thou shalt establish and hold courts of justice

4. Thou shalt not murder

5. Thou shalt not dishonor the wedding vow

6. Thou shalt not steal

7. Thou shalt not show cruelty

The first law, no worship of idols, rules out a lot of behavior common to a lot of people and free races in a low fantasy setting. This limitation really stands out as something that distinguishes the Lawful from the crowd. The second law, no cursing the Most High, represents a kind of vague blasphemy prohibition that can be interpreted and enforced more or less leniently or strictly depending upon the local community, Church or otherwise Lawful leadership.

The third law, due process, is important and, in many ways, defines Lawfulness, setting Law in stark contrast to Chaos. Due process is essential to the Law. It is the key to establishing safety, order, and civilization. It forms an absolute prohibition against lynching, feuds, unlawful duels, revenge killings, and the like. Punishment may still be “cruel and unusual,” by modern standards. But they must at least seem to fit the crime. Duels may be authorized by the court as an appropriate means of settling a suit. But it must be court decreed.

An exception that is often, but not always honored by courts of Law (that is to say, by this referee) is that of “Wilderness Law.” In cases where adventurers find themselves far away from Lawful civilization, Lawful characters may declare “Wilderness Law,” and, well, let us say, “exact justice,” as the Lawful party understands it. In this case, the Lawful party (or the subgroup of Lawful members thereof) becomes a kind of de facto court of Law, likely to be recognized by the Church or a lawful civilization. So, for example, if it is dangerous to haul a captured Evil High Priest all the way back to a settlement with established Lawful courts, the party may just decide to “try, condemn, and execute” the “obvious offender,” right then and there. As the referee, I would usually uphold this if the reason were obvious and not simply a sham for making things easier on the party.

The fourth law, the prohibition of murder, may seem a little tough to uphold in a fantasy wargame. But note that what is prohibited is murder, not killing. Killing in defense of the defenseless and even in self-defense is not murder.

Capital punishment after due process is not murder. It is the removal of an individual from a corporate body, by that corporate body, through its authorized and Lawful leadership, to maintain safety and order for the whole. The court may just as well choose exile or gulag instead.

War, when declared just by the appropriate authorities, and conducted in a holy and chivalrous fashion, is about two people groups (or a people group against another free race) fighting one another. The death of individuals is a necessary and unfortunate by-product, not its goal. Thus, war does not technically count as murder.

Furthermore, you can only murder members of the free races: men, elves, dwarves, halflings, and intelligent lawful beings. Monsters, especially Chaotic monsters and fell races are not murdered, they are exterminated. Fell “races” count as monsters in the Perilous Realms. Remember, this is just a game – a medieval fantasy game based on the philosophy of Alchemy. Fell beings arise by abiogenesis. So, they don’t have spouses or children to worry about. Monsters are archetypes of our nightmares, ulterior motives, vices, passions, skeletons in the closet, etc. Try not to over think it or “deconstruct” it.

The fourth law, honoring the vows of marriage, establishes the basic unit of human order, the family, and thus ensures the safety and rearing of the next generation. This would include most traditional mores around such things, as understood by most traditional human societies. But it also includes things like the defense of widows and orphans, etc.

The sixth law, prohibiting theft, ensures the basic property rights necessary to maintain a free and orderly (medieval fantasy) society. This is an imaginary world before the industrial revolution so there is no “Capitalism.” And if wealth is not defined as the means of production, then we don’t yet need some medieval fantasy version of Marxism informing us that “property is theft”!

Finally, the seventh law, prohibiting acts of cruelty, maintains the humaneness of Law. Although there are plenty of Lawful characters who rule with an iron fist, if they cross a certain line, they may no longer be regarded as truly Lawful. The prohibition on cruelty includes not only the usual things associated with cruelty but also a wider gamut of behaviors such as: no corpse abuse, no animal cruelty (the actual prohibition of the seventh law of Noah, In Real Life) and no eating meat without humane slaughter and thanksgiving rendered to the Most High for the animal’s life.

A note about the relationship of the Law to being a “Good,” character:

You can imagine an “evil” Lawful character, one who hides behind the law in cowardice, for false motives, or who imposes the Law on others with forced conversions and an iron fist. But, in general it is “good” folks who will choose law, because they can see its obvious benefits to the oppressed and also its general benefits due to its role in the development of human civilization.

Up next: Chaos in the Perilous Realms

Sunday, June 28, 2020

Medieval Fantasy and Dungeons & Dragons



This is my next post in a series of posts that looks at the subtitle of Dungeons & Dragons in order more readily to launch our own hobby campaigning from the original publication.

Last post, I wrote about "Wargames." In this post I will talk about the phrase, "Fantastic Medieval," in the subtitle, or, as we would say it now, "Medieval Fantasy." "Fantastic Medieval" sounds like something medieval that we thing is just awesome: that is fantastic! But that is not what the phrase meant at the time of its publication. For contemporary ears to hear the subtitle, correctly, it should be changed to something like "Rules for Medieval Fantasy Wargames Campaigns."

Medieval Fantasy


Wargaming was and is a hobby for folks that dig the study of history. History includes the middle ages and ancient civilizations. So another area of interest that quickly developed for wargamers was medieval and ancient wargaming. It would not be long before wargamers were willing to move beyond the walls of the historical and engage the literature of fantasy.


At the time that Jeff Perren and Gary Gygax published Chainmail as a set of rules for resolving medieval wargames, Gary Gygax had already developed an interest not only in the historical western middle ages, but also medieval fantasy literature. Gygax added a fantasy supplement, to the end of the Chainmail rules for folks that were interested in adding to their wargaming hobby medieval fantasy troops like elves and hobbits, dwarves and gnomes, orcs and goblins, and monsters like giants, dragons and the like.


Gygax added to what was already the base rules of a fairly realistic historical medieval wargame, ways of resolving the possibility of a dragon showing up at one of those battles. He did this for the same reason that historical wargamers would play-out battles that already existed. Just as the historical wargamer would study actual battles from history in order to understand how to set up rules and judge games as a referee so too if you were interested in medieval fantasy literature, you might want to completely redo a battle from one of your favorite pieces of medieval fantasy literature.


The Chainmail Fantasy Supplement list, for example, the Battle of the Five Armies at the conclusion of The Hobbit by J.R.R Tolkien. So Gygax suggests that if you take the Chainmail set of rules and add to it this supplement for medieval fantasy, you can engage an actual fantasy battle as described in the relevant authoritative literature. When you feel like you'd developed enough knowledge of how fantastical battles worked out you might then try your hand at your own hypothetical medieval fantasy war game battles.


Fidelity to the literature


Just as historical wargamers worked to make sure their game was as faithful to what might have happened on an historic battlefield, so too, fidelity to medieval fantasy literature in general and Sword and Sorcery in particular, formed a significant part of this new aspect of the wargaming hobby that Dungeons & Dragons introduced.


A referee would know how to judge whether something was possible, in this medieval fantasy world because they were so familiar with the medieval fantasy literature they were gaming. A key part of Dungeons & Dragons is the love of becoming an amateur expert in medieval fantasy literature. High fantasy, low fantasy, especially sword and sorcery, urban legend, classical mythology, Arthurian legend, Carolinian cycles, Nordic sagas, all form part of the expertise needed to set up and play in a medieval fantasy role playing game.


But, in the main, the particular style of medieval fantasy literature that influenced Dungeons & Dragons was what Fritz Leiber named "Sword and Sorcery." This is important to know because Dungeons & Dragons is built better to play in this kind of fantasy world than in others. Later editions of games called "Dungeons & Dragons," have shifted from this original base towards more heroic and high fantasy. So sometimes the original game is confusing to folks coming from newer RPGs. Learning about Sword & Sorcery and reading some of its core texts helps in understanding Dungeons & Dragons and helps the amateur hobbyists to build his or her own campaign.


"The general line-up”


What I've written about so far helps us to understand certain aspects of the game. For example, the taking of sides, or what would come to be called "alignment."


When you are playing a wargame, you need to know the sides of your battle and that's exactly what's going on in the Chainmail fantasy supplement with its “General Line-up.” This gets reiterated in Dungeons & Dragons’ Men and Magic. You have the alignment table to give you sides. The big battle is between law and chaos. Some creatures are on the law side and some creatures are on the chaos side and some can go either way. Then there are some creatures that just opt out of it altogether. They're not on the side of law or chaos, they're just for themselves and these because they don't really want to wage the war between law and chaos are called neutral, like Switzerland and its diplomatic neutrality. So if you're setting up a war game table, one side is chaos and one side is law, in this medieval fantasy war game context.


These categories are derived from medieval fantasy. For example, they are implied in Tolkien's Middle Earth around the War of the Ring. But these terms, "law," and "chaos," are explicit in Sword and Sorcery literature, especially that of Poul Anderson and Michael Moorcock. So, again, we have a fidelity to the literature they were trying to game.


Race


Finally, briefly, we can understand where the use of the term "race," came from. Race was a term already used in medieval fantasy literature to distinguish human characters from other intelligent beings that were not gods or spirits. Especially there would be the fay races, such as elves and dwarves, and the fell races such as orcs, goblins and trolls.


This is not how we use the term "race" in contemporary parlance, so it can throw people off. This is not about supposed differences in human groups. If the fantasy rules were put together today, someone might have chosen "species." Although, even that is misleading in a fantasy context, where a word like "species" would sound to empirical and scientific. So this terminology has stuck and is a part of the shape of medieval fantasy wargame campaigning.


Next in the series: "Rules," free kriegspiel and refereeing.

Sunday, June 21, 2020

Wargames and Dungeons & Dragons


This is my first post in what will become a series of posts that I hope will be helpful for folks trying to understand Dungeons & Dragons as a hobby and especially the original published rules that empowered hobbyists to launch their own campaigns.

Introduction to the series

The subtitle of a published work is always the real title. Studying a subtitle, when provided, will often tell you more about what the author understands the work to be about than the main title.

The original subtitle for the first published edition of Dungeons & Dragons is:
Rules for Fantastic Medieval Wargames Campaigns.

The real title, therefore, is "Rules for Fantastic Medieval Wargames Campaigns." A lot of the misunderstandings or confusions about Dungeons and Dragons* comes from not understanding what the publication really is. In order to understand what the first "little brown books," or, LLBS were really offering, one needs to know what a wargame is, and, better, have some contact our hours of actual play. One needs to know what a wargames campaign is, which means one needs to understand war enough to understand that it is a campaign comprising a series of battles, not one battle. One needs to understand what was considered "fantastic medieval" at the time of its publication. Finally, one needs to understand how hobby wargammers understood "rules" to work and what they meant and how they used them.

Once these things fall into place, Dungeons and Dragons suddenly starts to make a lot more sense and to become much more accessible as the launch point for one's own hobby. So let's start with the central word of the true title, the word that all the others build-off of or modify, the word "wargames."


Wargaming


At the time that Dungeons & Dragons first appeared, the hobby called wargaming had gained fair popularity. The hobby consisted of casting or collecting miniature figures of soldiers of different military eras, painting miniatures, preparing large tables with scenery and terrain, etc. You would then conduct a wargame where you would, perhaps, relive an historical battle or maybe even perform a hypothetical battle, a battle that could have taken place but that actually did not.


So what is a wargame? Well, it is first of all, a game. Like most games, you have players, you have goals and victory conditions, you have pieces, you have a setup, and you have rules to the game. Wargaming is about war. So it's a game that's particularly focused on trying to play-out, to varying degrees, combat or warfare of an historical period.


Wargaming as History hobby


One of the things that wargamers really love is history. To be a good wargamer you had to know war, and the history of war. To know the history of war meant you had to research and study. One of the major parts of the hobby of wargaming is historical research. It is the research of historical facts, knowledge, information, that is part of what's fun about the hobby to historical wargamers.


Hypothetical possiblities


Now, in some historical wargaming, what you're really trying to do is set up all the conditions of an historical battle that actually happened and that you knew existed. Then a group might decide, "Well, what if other battles were fought that were never recorded in history? Or what if we just made up a battle that would be fun to pitch and see what that was like? We're going to use the same soldiers, the same groupings of soldiers and the same statistics matched to dice rolling. We'll play out what would happen in this hypothetical situation."


For example, one particular historical period that a lot of wargamers like to focus on, among many, is the Napoleonic era of warfare. There's something very attractive about Napoleonic warfare for various reasons. One is that the troop structure was quite organized. It was one of the first set of wars where lots of records still exist that were kept meticulously and mathematically. Someone can do mathematical analysis on Napoleonic battles and learn the probabilities of one army defeating another army.


Dice Mechanics


This meticulous information is really fantastic for wargamers, because what wargamers figured out pretty early on in the hobby was that the chances and vagaries of warfare could roughly be emulated by rolling dice. A single die will turn up random chances. But when you start rolling combinations of dice they roll up in probability curves. If you can find a probability curve in a combat situation, you can find a matching way of rolling dice to simulate that probability. So with all of the data that existed from Napoleonic warfare, wargames hobbyists can, fairly well, emulate the outcomes of an actual battle.


What we have discussed so far can already help us to understand some of the terminology and approaches of Dungeons & Dragons.


Alignment Table


Having some understanding of Dungeons & Dragons wargaming context helps make sense of some of the presentation of the rules that might otherwise seem confusing. For example, I used to wonder why there was an alignment table in Men and Magic separate from the monster table and stats in Monsters and Treasure. If you're playing Napoleonic wargame, you need to know which side of the table to place Napoleon and which side to place Wellington and then set-up those armies. If you're doing a map campaign, you need to know where is France and the central cities that grant resources to the French army and where is England and where are the central cities that grant resources to the English army and navy.


You need to know the sides of your battle and that's exactly what's going on in the Chainmail fantasy supplement with its “General Line-up.” This gets reiterated in Dungeons and Dragons’ Men and Magic. You have the alignment table to give you sides. The big battle is between law and chaos. Some creatures are on the law side and some creatures are on the chaos side and some can go either way. Then there are some creatures that just opt out of it altogether, like Switzerland. If you're setting up a wargame table, one side is chaos and one side is law, in this medieval fantasy war game context. So right up front, in the first book, you've got a list of the sides and who might not take a side.


Classes


Dungeons & Dragons has fairly strictly defined classes for characters because Gygax and Arneson applied this notion of classes of troop-types from their hobby of historical war gaming.


Let's look at Napoleonic warfare again. You're going to have classes of troops, types of troops, so in the classical Napoleonic context you are going to have infantry, cavalry and artillery. If you want to make it even more complex level of detail in order to try to snatch a little added realism, then you're also going to have dragoons, light infantry, heavy infantry, light cavalry, and heavy cavalry, heavy artillery, and light artillery for a greater level of scale of detail. But each of these types of troops are different classes. You know exactly what artillery can and can't do, you know exactly what infantry can and can't do, you know exactly what cavalry can and can't do. You know what their attacks are like, you know what their defenses are like, and you know what their movement rates and capacities are like. This enables you to develop your strategy by having clearly defined classes on your battle table.


Gygax and Arneson were used to this approach to things. They developed the fighting-man, the magic-user, and eventually the cleric. And these became character classes. As in Napoleonic game you would have artillery, cavalry and infantry where each of those classes of troops have clearly defined the capacities of movement, attack, and defense, so too then the fighting-man, the magic-user, and the cleric have different capacities, abilities and liabilities that define the way that they will be played and will influence the way in which they can come together as an adventuring party to be successful together.


Wargaming didn't have to just be Napoleonic, for hobbyists interested in war history. So wargamers would also try to set up situations where they could emulate, historical or hypothetical, increasingly more modern warfare like World War I or World War II era warfare. Eventually, wargamers would get interested in ancient and medieval warfare. And from there, to "fantastic medieval" warfare!


Next in the series: "Fantastic Medieval"

Fight on!

*A note about "Dungeons & Dragons": There have been many products professionally published bearing the name “Dungeons and Dragons.” At the time of the release of this post, we have what Wizards of the  Coast call the Fifth Edition. In this blog series, I will not refer to an edition number when I say, “Dungeons & Dragons.” Rather, when I say, “Dungeons & Dragons,” I will be talking about Gary Gygax and Dave Arneson’s rules for how to put together medieval fantasy wargames campaigns that were first published in 1974 by TSR. This is what some people call the original rules. Sometimes these rules are referred to as, “Original Edition Dungeons & Dragons,” "Original Dungeons & Dragons," or, "OD&D." Sometimes people will abbreviate it as, "Oe", meaning, "Original Edition." Or even "Zero-e," meaning, "Zero Edition."

Bibliographical Note: Much of this post and any posts I share about the history and historical context of D&D is based upon the book Playing at the World by Jon Peterson.

Sunday, December 29, 2019

Sacrifice in the Perilous Realms


Characters sacrifice consumable goods to gods and demons. Characters specify a particular recipient of sacrifice. Characters must find a suitable altar - usually at the temple of the given entity, duly offered by recognized priests consecrated to the entity. Best to sacrifice on an auspicious occasion.

Consumable goods include vegetable (resin, incense, oil, wine, grain), animal, monster and sentient beings.

Sentient beings:
Fell beings equal XP earned in a kill.
Fay beings and lawful monsters equal 1K XP per HD.
Human beings equal 2K XP per HD.
Double the above for each of the following conditions:
  • Young
  • Female
  • Innocent
  • Willing
Multiple creatures can be sacrificed over the course of the same festival.

Most auspicious: cross-quarters +2
  • Candlemas/Imbolc, February 2
  • May-Day/Beltane, May 1
  • Lammas, August 2
  • Samhain, November 1
Auspicious: quarters +1
  • Yule, December 22
  • Liberalia/Hilaria, March 22
  • Midsummer/Litha, June 22
  • Harvest-Home/Mabon, September 22
Least auspicious: full (night of the 14th) and new moons (day of the 1st)
Inauspicious: all other times -1

Entity finds sacrifice acceptable on a reaction check. Apply modifiers based upon how auspicious the occasion is (above). Apply suppliant’s charisma modifiers. Offerings particularly abominable or favorable to the entity may modify as well. Table:

2-3    Curse
4-5    Enmity (-1 to future sacrifices)
6-8    No answer
9-10    Acceptance
11+    Favor (+1 to future sacrifices)

Sacrifice grants XP = value of sacrifice in gp.
  • Instead of XP, sacrifice may grant:
  • Magic item
  • Knowledge (divination)
  • Ethereal servant
  • Undead servant
  • Monster servant
Magic item equivalent to gp value of XP. Only grants items within entity’s realm of authority.
Divination like “commune.” Clerics receive additional questions: 9-10: 1, 11+: 2.
Servants have 1HD per 1Kgp value of sacrifice, not to exceed 16HD. Servants obey for a year and a day.

Sacrificing to an entity moves a character one alignment closer to that of the entity per sacrifice. So, a lawful character who sacrifices to a chaotic entity becomes neutral. A second such sacrifice would make that neutral character chaotic. Etc.
Any blood sacrifice on the part of a baptized member of the church of law makes that character chaotic, regardless of whether or not the entity is lawful.
Any blood sacrifice on the part of a lawful cleric renders the character chaotic and the character looses clerical powers until restored by repentance through the fulfillment of a quest or until received by a chaotic order.

______

These rules explain how certain magic users and clerics gain in life-energy without much adventure. It also explains the source of many magic items and magical powers where magic-users are not present.

The above is inspired by Courtney Campbell's On Down Time & Demesnes. Thank you, Courtney!

Thursday, June 27, 2019

Elves of the Perilous Realms


Born in the Golden Age, rulers of the Silver Age, the elves of the Perilous Realms, though diminishing, are nevertheless a force to be reckoned with. The elves were born under the gracious rule of the triumphant celestial Powers after their imprisonment of the chthonic Powers in the depths of the earth.

With the fall of the Golden Age, due to the broken watch of the Powers, the fell races rushed in, autochthonically, as part of the re-ascendence of the chthonic Powers. (From ever on the fell regenerate themselves through abiogenesis, but more on that later. We must know some of the fell to tell the tale of the elves.)

The elves experienced the loss of the safety of their Powerful rulers and fell into the disarray of fell attacks. Thus the elves organized themselves and in the name of the Powers they still loved and thus they fought off the fell and established rule throughout the Perilous Realms. This was the dawn of the Silver Age.

But they did not simply conquer the fell, they also enslaved them. Cultures, languages and bloodlines intermingled. It was at this time that men were born into the world. Just as the elves had basked in the rulership of the Powers, so now, in their youth, men rested in the benevolent rule of the elves. So long as they were their loyal subjects and grateful vassals, the elves enjoyed the company of men.

But the time came for the fall of the Silver Age as the elves fell into opulence and decadence. Thus we come to the second dark age. At this time the undead first appear and lycanthropy escapes from twisted alchemical laboratories. Men find themselves in an analogous position to their elven lords. Just as they lost the protection of the Powers, so too now men found themselves without the glorious Silver Age civilizations.

And, just as the elves had fought back and won their own empire, so too men formed the empires of the Bronze Age. As men increased, even the elves that did not retire to the uttermost West began to diminish in both magic and in number.

During this time, Some elves sided with the men as the only way to survive and the obvious heirs to their previous glory. Happy for the protection and friendship of the newly formed empires of men, these entered into loose alliances and maintained simple pastoral ways as deer herders dwelling in woodland villages high upon enchanted flets. These became known as the Wood Elves. The Wood Elves are on the side of the Law.

Most of the elves, however, fled into the wildernesses of the world into a forlorn life of hunting and gathering. As human hunter and gatherer societies usually consist of a few extended family groups meeting occasionally as entire tribes, elven hunter gatherers walk completely solitaire, meeting occasionally in small family groups. Their dwellings are stumps and ancient trees which only they know how to open and close. These became known as the Sylvan Elves. The Sylvan Elves take no sides any longer but their own. They are Neutral.

A few elves, however, resented the rise and ascendence of men. They refused to relinquish the former glory of the Silver Age, or even admit that it had ended. These elves dwell in enchanted castles and keeps, waylaying human travelers and imprisoning them. They try to continue to live lives of opulence and excess and to convince others of the same. These became known as the Gray Elves (either for their grave countenance upon meeting men, or perhaps due to their typical gray cloaks or, again, perhaps for the grayness of the stones of their castles -- when visible, whichever no one knows). The Gray Elves disdain human law and the ever increasing tide of human rule which they claim encroaches upon their rightful inheritance. They are therefore on the side of Chaos.

Now, with the Bronze Age Collapse, in this Age of Adventure, when parties explore the wilder lands of peril, they may be waylaid or may discover the hidden homes of any of these kinds of elves. But woe to those who fall into the traps of the Sylvan Elves, and even more so to the enchantments of the Gray Elves.

In terms of mechanics, the vast majority of the remaining elves within the Perilous Realms are the hidden and secretive Sylvan Elves. But just exactly because they are so well hidden, they are the least likely to be encountered. So, 1:6 chance that a random elven encounter in the wilderness is with one of these. If so, it means that the encounter happened at night.

The greatest minority of elves would be the Gray Elves. But just exactly because they are so militant against human rule, they are always the elves encountered when a stronghold or castle is elven. Or, if randomly encountered, 1:3 chance that it is a party of Gray Elves.

Finally, a significant minority of the remaining elves within the Perilous Realms are the friendly and lawful Wood Elves. Whenever discovering an elven village, it will be Wood Elves. And most of the time, 5:6, if there is a random elven encounter in woodland regions. Otherwise the chance of encountering a party of Wood Elves is 2:3.

In terms of playing-characters, the kind of elf you play would be based upon your choice of alignment. A backstory could quickly be spun about how you choose adventure and the company of men, etc.

This allows me to blend rather seamlessly Tolkien-style, Anderson-style and folklorish elven source material. I intend this to contribute to a rich, interesting, but still thoroughly vanilla fantasy setting -- one of the main goals of the Perilous Realms campaign!

Fight on!

Monday, April 22, 2019

Ages of the Perilous Realms


I am more a rules-imaginer than a setting-imaginer. But I'm getting more into exploring my campaign setting than ever before.

There are multiple overlapping ages of rise and collapse of mighty civilizations that define the Perilous Realms and the kinds of ruins, underworlds, treasures, magic items and artifacts that may be found. Here is the myth, or legend of the various apocalypses and dark ages that led to the current state of the Perilous Realms, my campaign setting.

The Diamond Aeon

In this age, the archetypal powers were young and playful children of the Most High.
They knew their place, and, although childishly mischievous at times, obeyed the will of their Father.
They reigned over the cosmos like living stars.
In the end, the archetypal powers come of age, and conflict ensues.
They rebel against their Father and are thrown into the chaos of war.

In terms of the way we think of things now, we are talking about billions of years ago. Thus this loosely corresponds to “big bang” through cooling down of the universe. In Tolkienesque terms, this is like the Valaquenta. The key to this fall narrative is REBELLION. So whenever we see rebellion in the campaign setting it links somehow to the Powers.

The Golden Age

Law and chaos draw their lines for the first time.
The Celestials seek to establish the joy of the Diamond Aeon through Law, and often fall into rigid legalism.
The Chthonic powers seek to empower the unbridled joy of the Diamond Aeon through following the passions of the underworld and often fall into the cruelty and whim.
Many powers opt out and hide as spirits of nature and life ("neutral" elemental powers).
The war shapes much of the terrain of the Perilous Realms.
Ultimately, the Celestials drive the Chthonics under earth and imprison them there, only to serve for fertility and virility.
The Celestials establish a Golden Era of light and genius upon the earth — with unparalleled cyclopean edifices and artifacts!
At this time, the fay races are born into the wonder of direct contact with their fascinated rulers.
But the Celestials become too confident in their victory, and their watches fall into indiscipline.
In the end, the earth cannot contain the chaos that errupts.
The final war leads to total apocalypse and a dark age ensues.
 
In terms of the way we think of things now, we are talking about millions of years ago. Thus this loosely corresponds to a kind of smashing together of the mesozoic and its great meteoric (heavenly) and volcanic (chthonic) apocalypse together with the monolithic stone age. This nicely gives us cavemen with dinosaurs! This era gives a chance to engage the Lovecraft Mythos. The key to this fall narrative is COMPLACENCY.

Interlude: The Age of Darkness

The fell races are born and run free but unorganized.

The Silver Age

Out of the shadows of the Age of Darkness, the Fay races form an alliance, consulting what Powers still remain in their weakness and sorrow.
With the advice of their cosmic elders, the fay together stem the tide of the spawning hoard.
The elves rise to power over all other fay.
They establish a Silver Era under the light of their matron, Mother Moon.
They enslave the fell races, especially the orcs, to do their bidding — and on their backs they build mighty cities, towers, and palaces unrivaled by any save the powers themselves.
But the orcs and their fellow fell never forget their enslavement.
At this time, Men arrive, the fay know not from where — nor do the men! They are in awe of the elves.
But the elves in their assumption of opulence grow fatuous, weak, superficial, degenerate — and their civilizations fall into decadence.
Thus they become easy targets for fell rebellion — if they are not dragged down by their own petty divisions and meaningless wars of trumped up honor.
The collapse of the elves is a slow and painful decline, leading, ultimately, to a second dark age.

In terms of how we think now, we are talking about several millennia ago. Thus this roughly corresponds to the great pre-historic civilizations of myth. This era allows me to smash together Tolkien's and Anderson's elves. The key to this fall narrative is DECADENCE.

Interlude: The Second Dark Age

Pacts with the chthonic power, Necros render the first Undead. Alchemical and medicinal warfare fabricate the disease of lycanthropy. Monsters proliferate.

The Bronze Age

The bronze age is the first age of Men.
In the memory of the elven empires of old, and in devotion to, and under the patronage of what remains of the mighty Powers, men erect fabulous temples. Around these temples, cities grow up — Ur, Babel, Byblos, Shangri-La, Hamunaptra, Aqaba, Thebes, Indus, Eddo, Techlan, Cyprus.
These temple-cities become the center of mighty and diverse empires in trade with one another of both goods and philosophies.
At some point, men cannot remember how or why these great empires all suddenly (with decades of one another) fell into complete collapse.
It is not likely that the collapse came about either because of internal disputes or because of external wars, although these played a part, but from the evidence it seems the “gods” (Powers) no longer favored them and removed their blessings of abundance.
This is the great Bronze Age Collapse.
The human population was decimated and the survivors fled to hills and mountains to survive.
The “Ancients” left behind powerful ruins, tombs, sepulchers and crypts — of frightful aspect to the fragile humans who remained.

In terms of how we think now this represents several centuries ago. Thus this is a fantasy version of the actual Bronze Age Collapse. This allows us to engage classical mythology and legend. The key to this fall narrative is divine ABANDONMENT.

Now: The Age of Adventure

Now is the age of adventure!
Now law and chaos reenter their struggle for vast civilizations of lawful glory or unbridled passions and dominion.
Now mighty fighting-men and Amazons rise up to pit their thews against the dying of the light!
Now over-confident users of magics seek their own through initiations into the mysteries of the arcane.
Now the church proclaims a gospel of universal order under a king of heaven and sends out crusaders (“clerics”) to establish Law: by word or by fist.
Now fearless — or foolish — adventurers commit to mighty peregrinations into forgotten wildernesses and yawning openings of the mythic underworld.

In terms of how we think now, this represents about the last millennium. The Perilous Realms campaign begins in an imaginary year 990. In a sense, this is a Third Dark Age. It roughly corresponds to a mash up of the Iron Age and both the Western and Eastern Middle Ages. This age engages Leiber's universe of Nehwon. The key narrative here, is, of course, WAR and ADVENTURE.

All of these previous beings remain: powers, fay, fell, lycanthropes, undead of the bronze age— each slightly weaker than before. Each remembers and grieves the loss of their once great status. But now they are lost in wildernesses and trapped in nightmares of the underworld.

Adventurers may stumble upon all of these different layers of civilization, languages and artifacts:
Powers: celestials, elementals, chthonicoi and their physical manifestation as giants and sylvan monsters
Fay: elves, dwarves, gnomes, and, after a fashion, even the hobbits
Fell: kobolds, goblins, orcs, hobgoblins, gnolls; and
Ancient men: Aegyptian, Anatolian, Levantine, Etruscan, Mycenean, Assyrian, Hittite, Wotan, Indus, Nod, Jomon, and more.
Their stories give clues to one another and nest within one another.

Fight on!

Monday, March 4, 2019

More on the General Line-up


Alignment came from wargames. It was about knowing what side of the battlefield to place the troops. There were the good guys (law), the bad guys (chaos) and those who wanted to try to keep out (neutral).

What does this mean?

Here is how I understand it now.

Alignment is descriptive, not prescriptive. Alignment changes based upon behavior. Example: if a chaotic person does something to serve law once, she becomes neutral. If a neutral person does something to advance law she becomes lawful. And vice versa.

  1. Law = Human law is good for everyone
  2. Neutrality = Human law is good for human beings
  3. Chaos = Human law isn't any good for anyone
Law

Human law is good for everyone. It is good for every human settlement. It is good for elves and dwarves and hobbits too - whether they know it yet or not. It is good for fell creatures such as orcs - which usually means they are dead orcs.

This is because human law is consonant with the laws of heaven or the cosmos. Thus human law is universal and should be performed and judged the same across all geographic regions, with some wiggle room for local variation and culture.

In actual practice, there are many schools of law, all arguing with each other as to who has gotten it right, but still basically recognizing each other. So, for example, there are the philosophers of the Forbidden City who proclaim that the law of heaven and of men is the same and we must find its Way. Then there is the Church of Law who believe the King of Heaven has revealed the one true law. They alone have Crusaders (clerics) actively spreading universal human law as they understand it.

Neutrality

Human law is good for human beings. Every human settlement should have laws in place for the good of its people. It is not good for human beings to live lawlessly. Human laws, however, ought not to be expected to apply to creatures that are not human.

This is because human law is something that arises naturally from human beings through accumulated custom. Custom is unavoidable and ought to be respected for the life it brings to human groups. And although laws are natural and not entirely arbitrary, nevertheless they do not enjoy anything like a one-to-one correspondence with the laws of the cosmos.  So one ought not to expect different human groups to have similar customs and laws.

There are many local cults and philosophical schools who adhere to something like the above. They are not willing to fight for anything they perceive to be purely local and customary. They will fight for human life. Needless to say, there are no churches or crusaders for neutrality.

Chaos

Human law isn't any good for anybody. Human settlements must be liberated from such oppressive local customs and traditions. Elves and dwarves and hobbits - even fell races such as orcs - actually live closer to a truly liberated existence.

This is because human law is merely by convention and therefore purely arbitrary. Laws are imposed by the strong on the weak. Laws arise among human beings out of fear of living truly free like animals following their instincts, or fay or fell races following their intuitions. Basic moral sentiments such as loyalty, disgust, respect, affection, retribution and reward are all that are necessary to live a truly human life.

Most of the cults and philosophical schools who adhere to something like the above find that they must maintain relative secrecy for their own protection. They will fight for freedom of sentiment for themselves and on behalf of others when they perceive they have an overwhelming advantage - a real chance for success - for they know the wrath of Law that will rain down upon them should they fail. Among the multitudinous cults there are many who fashion themselves "churches." These sometimes recognize each other and are willing to work together for practical reasons. They all attempt to infiltrate the Church of Law to over throw its tyranny from within. These churches have anti-crusaders (anti-clerics), sometimes openly so, sometimes acting under-cover as Crusaders (clerics), actively spreading freedom of sentiment as they understand it.

How they understand each other

This of opposite alignments see the other as deluded and dangerous.
Neutral folks find Law and Chaos fanatical, over-worried and perhaps a bit hokey.
Chaos and Law find Neutral folks wishy-washy, noncommittal and perhaps obstructive.

Conclusion

I hope this is clearly different than the way that alignment is sometimes described. Please note that none of these folks are deliberately immoral, but all can fall into some form of immorality. Chaos can be moral simply freely following basic human sentiments and passions like affection, loyalty and disgust. Chaos can be immoral when any of those affections become extreme and cruel. Law can be moral by bringing safety and peace to free races. Law can be immoral when that law is imposed with fear, micromanagement and oppression. Neutrality can be moral by respecting both sentiment and local mores. Neutrality can be immoral through complacency, claiming they ought not to get involved so as not to meddle in, or impose upon others, merely local custom.

Saturday, May 5, 2018

Character Record


The search or the ever elusive character record continues. Above is my current character record. Here is some brief rationale and commentary:

I want it too look old school, like something printed back in the day. Hence the boxes and the old school fonts. (I have an even smaller version, using a font that looks like a type-writer.)

I hate it when I find someone's character sheet and there is no player name on it. So I made that the first thing. I'm always bummed when people have no idea how long they've had a character (including me), so: problem solved.

By character description I really mean epithet(s) and extraction, not some "background." Hence the brevity of space.

I want this record to be usable by folks who have never played and by folks who have. I want it to be usable by players that roll their own dice and also to work well for situations where I play it really old-school and I roll all dice, for everyone, behind the screen. I love playing this way and it frees the players up to figure things out and role-play.

Thus "title" is more important than level. Titles are fun and interesting and aid role-play. The levels can be jotted down in parentheses for those interested.

Likewise knowing who's side you are on is easier to make sense of then "alignment." Also, when law vs. chaos is not much more than just "shirts vs. skins," we can avoid the unending philosophical contemplations of the nature of the "alignment system."

I play race as class in my 0e games, so I just list them in the same box with a slash mark.

The first five boxes can be read out pretty straightforwardly: John's Character is Jack the Fat-lipped of the Sundown Marches; he is a Veteran Lawful Fighting-Man.

Ability Scores, sum of 3d6, each, straight down the line, no funny-business. I use Delta's abbreviation of Charisma, "X," from the Greek Chi, thus distinguishing it from the "C," for constitution.

What the heck is "apotropy"? Okay, so I know you are mad at me about this. But remember the principle from above that I want this for new players and for folks who aren't even going to be rolling dice. Okay, I hear you say, now you've lost me. But hold on. Let's look at the other boxes and come back to this one.

Reading Philotomy's Musings on the nature of hit points got me trying to call them something else. I started calling them "luck points," you know: "you're down on your luck, man; your luck is running out!" Etc. I explained this to a group of folks that included three Ph.D.s in psychology. One of them said, "oh, I get it, it's resilience, isn't it?" "Yes," I said, "resilience points." And it just kind of stuck. But for those who know or want to work with the mechanics, there is "HP," right there, still listed to the side.

I use Delta's Target-20 method for both attack rolls and saving throws (see my house rules summary). Most new folks -- and all folks when I do all the rolling behind the screen -- only need to know what kind of weapons they have. If they tell me what weapon they are using and what they are trying to do with it, I can take it from there. But for those who want the old mechanic or demand to "roll their own," then the mechanic is right there next to it, "(HD)."

Likewise, players who don't want to have to fiddle with mechanics do like to know if they have armor on or not, and if so, what. And as long as they can read the handwriting and tell me what they've got, then I know their armor class anyway. Again, you can write the armor class right there next to it in parenthesis, as suggested by the "(AC)" immediately to the right of "Armor."

Every old-school character record needs to have a box for "languages." That is how you figure out what is going on behind that door you are "listening at"!

Gold. Well there you have it. I used to call this box "Treasure," and then list "Purse g.p.," and "Bank g.p." But then I would say, "Hey, how much gold do you have left." And they would say, "Gold? gold? Where is that on here?" So now, although the game is about Monsters and Treasure, the character record just boils it down to what we are all looking for: Gold (piece value). Because, well, gold is experience. And experience is everything.

Gold is next to Armor, above it. Because starting armor comes from starting gold. And Gold is next to Equipment (which is next to Supplies), below it. Because you buy equipment and supplies with gold. Nice, right?

That is something else I was going for with this record. I wanted things also to have a logical coherence. It is pretty good, but not perfect. So experience affects level, and thus title, which in turn affects hit die, which in turn affects hit points and even saves. So all those mechanical things are clustered together on the right side.

But I also did that on purpose. If you go straight down the right-most column you have everything that most players need most of the time. You already know your characters name (right?). So you can glance down the right side and see your character's: Title (Lvl.), Experience (XP), Resilience (HP), Armor (AC), and (most importantly), GOLD!

The first thing I suggest under "Notes," is that "Last Will & Testament," urged by Men & Magic.

All those supplies listed do not indicate that the character actually has them, yet, without purchase. Nor does it suggest that you must purchase those and only those. The idea is to help out the new players with some key suggestions. I always recommend that they place the amount they purchases in parentheses next to the item listed, and then use tally marks to count them down so that they know when they need to supply up again. So, for example, Torches (6), followed by tallies until all 6 are gone. Then, if you make it back alive, buy some more torches. Rope? I hear you ask. Yes, rope. Hemp romp gets 5 uses and silk rope gets 25. I'm just tough that way.

So how about that apotropy? Well, I thought you'd never ask. Now that I've convinced you that I've done a (pretty) good job of rendering mechanical things into handy nomenclature (Resilience, Weaponry, Armor, etc.), I can tell you that that is what I am trying to do with Apotropy. I had been calling it "Resistance," but it sounded to much like electrical engineering (or freedom fighting, or whatever). Apotropaic magic is magic that wards off magic and other unlucky things. These are like talismans, amulets and charms. So this is a place for folks to jot down apotropaic objects and spells they may have in place, like a ring of protection, or whatever -- and then remind me they have it so I can factor it in when I roll their saves behind the screen! Those who know, or want to know, what is going on still have "ST," for Saving Throw(s), listed there in parentheses immediately to the right. I use a single save, but other's could easily list all five if they wanted to. So, anyway, you may not be thrilled by my word choice, but, hopefully, you get what I was trying to do: give new folks and non-rollers a box that makes some sense that can double as a saving throw box for those who want it.

(If you like this and think you might want to use it, the full-sized photo is available for download on my Character Record page.)

Saturday, April 1, 2017

Questions for Generating a Dungeon of the Mythic Underworld


Inspired by Jeff's Gameblog's list of twenty quick questions for your campaign setting, here are some sets of questions for generating a dungeon of the mythic underworld. Should contribute to generating some find "funhouse" dungeons:

Questions for Generating a Dungeon of the Mythic Underworld

What is the treasure it hides? Is it named? Famous? Backstory? Will any of the above give the characters any clues as to how to find and recover it? How do the characters find out?

Why did chaos want to swallow the treasure in its mythic belly? How did chaos swallow it up? Was it done through chaos’ own occult magics, or were chaotic creatures or characters involved? Has law even become aware? Does neutrality find the capture to bring balance or imbalance to the state of things?

What tricks, monsters and traps did chaos manifest to hold its treasure tight? What wonders, magic-items or clues has law provided as an immune-response to chaos? Are there any pockets of neutral homeostasis, providing brief oases of respite for weary characters?

Is there a single main monster, type or kind? Do the monsters know or understand their role at all? Do they also want the treasure? Do they fear it and would love to rid themselves of it? How can the characters find out?

Is there a single trick or a series of related or random tricks? Are some random tricks simply kooky manifestation of chaos? Does the trick conceal, mislead, harm? Can it reveal, inform or aid if understood and used well? Is the trick a giddy or cruel irruption of chaos? Is the trick actually a miraculous manifestation of an immune-system response from law? Is the trick indifferent to characters, maintaining an odd but neutral balance? What kind of clues are there for the characters to figure these things out?

Are the traps ubiquitous or rare? Obvious or hidden with scattered clues? Have the monsters devised the traps? Or did chaos herself devise them from her own insanities? Has neutrality closed the loop, leaving behind the carnage of those who previously tripped the trap? Has law provided helpful clues and means to disarm the traps?

How many ways in are there? Are there ways in at different levels? How many connections are there between levels? How many open and closed loops of passage does a level have?


How do the characters find out?

Saturday, February 25, 2017

The General Line-up

Yes, that's right, its time for another web log post about alignment. Not that I have ever done one before. This is my first. But I suppose it was inevitable!

Some preliminaries

The abstraction of “Alignment,” corresponds to the battle “line up,” drawn by the King of Heaven for the Last Battle. Alignment is therefore archetypal and mythomorphic. The primordial chaos monster, Mater Chaos, is Leviathan, Tiamat, Yam, Cyclone. Monsters and Fell are her wicked spawn and brood.

• Lawful = good for flourishing of all free races, e.g., both human and fay, thus implying a kind of "universalism:" “Universal Law of heaven against the Chaos”
• Neutral = good for local family unit, clan group, in-group and thus a kind of tribalism, still trying to keep chaos at bay: “pagan struggle with immanent forces for survival”
• Chaotic = bad for the flourishing of free races and therefore monstrous, fell: “of or having to do with the primordial chaos and the entropy of things”

Three-point alignment

Law, Chaos and Neutrality represent one's orientation to one of the the fundamental principles, defining, therefore your own goal, and what you believe to be the goal of reality.

Law = Order, beauty, structure, form
Chaos = Power, energy, flux
Neutrality = The Void

All the great philosophers, and even some of the theologians recognize these three fundamental principles or archetypes to exist. But they only name one as truly primordial.

There is Lex Pater, the God of Law, Mater Chaos, the goddess of the gods of Chaos, and then there is the Void.

You could understand the hierarchy of these fundamental principles in many different ways:

Law then Neutrality
Law then Chaos
Chaos then Neutrality
Chaos then Law
Neutrality then Law
Neutrality then Chaos

End and means

So the first alignment principle would represent a character's ultimate goal and the second would represent the characters chief means for attaining that goal. If the character is philosophical or at all self-reflective, it might represent their understood chief principle or deity, and then the key subordinated archetype.

You could be lawful / lawful. Clear enough. But here are some other outcomes:
My character is lawful chaotic! That means he thinks order is fundamental to all things and should prove our true aim. But this takes energy and embracing the flux to empower our ride there!
My character is chaotic lawful! That means he thinks all is flux and the best thing to do is seek to release all energies. But this takes order and study and strict hierarchies to achieve well.
My character is neutral. That means he thinks he is a chance formation out of the Void and to the Void he will return. If he is Neutral Lawful he thinks that order will sustain him on the way to the Void. If he is Neutral Chaotic, he thinks that the release of energy will take him back to the Void by the surest (and perhaps most fun) route.

In this way, neutrality is not "half way" between law and chaos. It becomes a "3 point alignment." A kind of triangle defining a continuum or set of continua along which people and creatures "align" themselves.

Some philosophy

Notice that this description of the general line-up may roughly be compared to the six classical philosophical schools:

LN = Platonism
LC = Aristotelianism
NL = Stoicism
NC = Epicureanism
CL = Skepticism
CN = Cynicism

Now that seems possibly ripe for some fun campaign stuff! Seems like it would be fun to abstract and fictionalize some of these things in some crazy old books they find and some crazy old sages they encounter.

"Look here," says the crazy wizened old man, "here be the scrolls of Epictirius [Fictional fantastical Epicurean, NC]. He tells the true nature of things, 'From the Void erupts the Flux, out of Flux men fashion laws. So eat, drink and be merry. But do so in moderation, for your dissolution is sure to come in time and you will take no enjoyment if you journey to quickly along the way of all things. For the way of all things is also the way of all the Cosmos: total dissolution in the great final conflagration!' Ha ha ha ha!" he laughs robustly, darting wild eyes at each of you.

Alignment for characters

Alignment is nevertheless descriptive rather than prescriptive for characters. Thus alignment changes easily based upon character decision. Alignment terminology does not describe a character’s personality or their relative predictability, as in Advanced Edition Rules. Lawful is definitely not “goody two-shoes.” The Lawful often rule with an iron fist (some of them, sometimes). Do they want to slay the primordial chaos monster and establish cosmos out of chaos? Then they are Lawful. Do they want to unleash the primordial chaos monster and revel in the supposed riches unleashed and go down in flames as long as that might last? Then they are Chaotic. Have they not yet heard that there is such a thing as a universal Law (still pagan), or are they skeptical of this new "universalism," worrying that it might wash out what is unique about their tribe or race or people? Then they are Neutral.

Only law and chaos are "active." Neutrality is for equilibrium, balance, homeostasis. It will fight to preserve this, but it will avoid sides when it comes to the "conversionalistic" tendencies of law and chaos.

This makes sense of why there might be neutral adventurers - or even whole civilizations. Gone is the description of neutral as "selfish." No way. It also makes sense of why there are no "neutral" clerics. Clerics are crusaders. They are forcibly bringing their cause to those they "convert." This is a law / chaos thing only.

Okay, that's what I've got so far!