09 October 2024

The Tome of Worldbuilding from Mythmere Games

I thought I’d mention that Mythmere Games is running another kickstarter. This one is for a volume entitled The Tome of Worldbuilding. The title pretty much sums up what the book is about: “The Tome of World Building is written by ENNIE-award winning author Matt Finch, author of the critically-acclaimed Tome of Adventure Design. Using the Tome of World Building, you can create fantasy worlds quickly and fill them out with a wealth of detail from the random-generation tables in this book.”

While Mythmere Games is known primarily for its Swords & Wizardry retro-clone – my favourite game of the “Old School Renaissance” and the one that motivated me to start this blog over fifteen years ago – The Tome of Worldbuilding is system-neutral. This also is the case for the other book that is part of this kickstarter, The Nomicon, which provides “new tables for name generation.”

More information about the kickstarter is available here.

The art samples look really great. I’m especially impressed by the pictures by Kennon James, which evoke the style of the late great Dave Trampier, while still being original.

Mythmere Games does great work. Check it out!

07 October 2024

Sale on issues 1-14 of Fight On!


As recently announced here, the Old School Renaissance fanzine Fight On! has returned to publication after a long sabbatical.

If you are missing PDF versions of the first run, issues 1-14, they currently are available in a bundle at Drivethru RPG for 50 percent off (34.99 USD). The sale will run until this Saturday (12 October 2024).

It’s great to have Fight On! back with us … and fighting on! 


05 October 2024

The Main Problem with the Rings of Power series


So, the final episode was a mixed bag like the rest of the series. 
  • The “Wizard” storyline ended pretty much as I expected (disappointing, lazy, and predictable). The story of the Istari belongs to the Third Age. There is no narrative reason for the writers to cram them into the Second Age (especially given that they already have too many other storylines to properly unfold). (But it looks like the proto-hobbits won't be around for next season? Or is that too much to hope?) 
  • The Durin III conclusion made no sense. (He single-handedly managed to bury the balrog with a swing of his axe? And since the dwarves now know that a balrog lies beneath Khazad-dûm, why would they later “dig too deeply” and release it in 1980 of the Third Age?)
  • The Númenor storyline feels forced and under-explained. (You would have no idea of the central role that the “fear of mortality” vs “faith” plays in the conflict between the “Kings’ Men” and “the Faithful.”) 
  • The Adar story was a surprise and I found it moving. 
  • A solid ending for Celebrimbor. (I like how he manipulated Sauron into killing him, thereby ending his torment.)
  • Sauron/Annatar is a joy to watch whenever he's on the screen (the actor Charlie Vickers really captures the essence of the character). 
  • And … how the hell is Gil-Galad the High King of the Elves? He’s portrayed as an indecisive doofus in the series.
Taking a step back and considering the series overall (both seasons), the MAIN PROBLEM with it is that it comes across as something written by people who are only familiar with the Peter Jackson films but have been given some notes and lines to use from the novels. It’s as if a group of people thought about what a cool “prequel” to the movies would involve, and, almost as an afterthought, were given a sheet with a list of things from the Second Age to mention as well. 

Sadly, The Rings of Power is not what a series that aimed to tell a story about some key events of the Second Age – as described by J.R.R. Tolkien – would look like. It is no wonder that people who actually like the writings of Tolkien find it so disappointing.

Finally, I assure you that this almost certainly will be my last post on this frustrating television series for some time (at least until the third season is imminent).

02 October 2024

Rings of Power Season 2 Thoughts


Season 2 of The Rings of Power is definitely better overall than season 1. But the series remains, on balance, disappointing.

Below are some quick thoughts on RoP season 2.

Positive:
  • The sets in both seasons are great. Ost-in-Edhil, Númenor, and (especially) Khazad-dûm look amazing.
  • Many of the actors are quite good and are well cast for the characters they represent (e.g., Elendil, Annatar, Celebrimbor, Durin IV, Elrond, Miriel, Ar-Pharazôn). 
  • I like the new character Adar and the nuance that he brings to the condition of orcs in Middle-earth (a topic with which Tolkien himself struggled throughout his life).
  • The original character Arondir also is cool (and well-acted).
  • The relationship and interactions between Celebrimbor and Annatar this season are quite compelling. Annatar’s “gaslighting” of Celebrimbor is well done overall, I think. (But I’m annoyed that the relationship unfolds over a period of months instead of decades.)
  • The portrayal of Sauron (Annatar) this season has been excellent. 


Negative
:
  • I’m still really annoyed by the grossly compressed timeline. Smashing together events from the middle of the Second Age – the forging of the rings and the war of Sauron and the Elves – with events near the end of the Second Age – the fall of Númenor – irritates me to no end. 1700 years reduced to … 170 days?
  • Not only does the compressed timeline make a mess of the history of Middle-earth, it creates too many storylines, none of which are adequately developed. E.g., Why is Númenor split between the Faithful and the King’s Men? Watching the show, you’d have no idea (aside from the prospect of “elves stealing jobs”!?!). 
  • The “Wizard and proto-hobbits” storyline is terrible and pointless. It doesn’t even have a minimal connection to anything that Tolkien wrote. It’s an attempt by the writers to ram into the series a “Gandalf and the Hobbits” origin story. There already are too many storylines in the show and it definitely does not need this one. (The actor who plays the Wizard is quite good, though.)
  • The scripts, especially dialogues, are often quite bad (albeit slightly improved from last season).
  • Middle-earth feels too “small” in the series. Characters pop around the vast land (from Lindon to Ost-in-Edhil to Khazad-dûm, or from Pelargir to Ost-in-Edhil) far too quickly. (A great virtue of the original Peter Jackson trilogy was that it conveyed a real sense of the enormity of Middle-earth, the far distances and wildlands of the world.)
  • Related to the previous point, the pacing always feels off, too rushed. 

Overall, I stuck with the second season primarily because of the Annatar-Celebrimbor storyline. While not perfect, I found it compelling enough to want to keep following it (in part because the actors are excellent). I also think that Elendil is a great character, but the Númenor storyline has been underdeveloped this season (and wastes time with silly tangents like the “sea worm” trial). I’ll reserve final judgement until after the final episode (this week), but so far, I’d give the second season a 6.5/10.


30 September 2024

My grievances concerning 5th edition Dungeons and Dragons: a final statement


Let me start with some background about what “fantasy” means to me and hence what I generally look for in fantasy role-playing games (FRPGs).

I saw The Lord of the Rings animated movie when I was 9 or 10 at a repertory theatre. Then I read The Hobbit. That got me really interested in fantasy stuff. It’s what motivated me to then ask my parents for the Dungeons and Dragons Basic Set for my birthday. (It was the one written by Dr. Holmes – hence it had those annoying chits instead of dice.)


As an adolescent I became interested in other works of fantasy – especially, in the early-mid 1980s, Michael Moorcock and Robert E. Howard (along with a lot of related pastiche “Conan” stories) – because of D&D and AD&D. The “Melnibonéan Mythos” in the Deitites and Demigods was one of my favourites in the book even before I read anything by Moorcock. 
 

Given these influences, I would say that Tolkien, Moorcock, and Howard had the most influence in shaping how I interpreted D&D/AD&D when I got into FRPGs in the early-mid 1980s. (I eventually would go on to play games directly based on the writings of Tolkien and Moorcock; indeed, these eventually supplanted AD&D in my high-school group.) Perhaps this is why – more than any particular set of rules – the more recent Wizards of the Coast versions of the game leave me cold. Over the past 25 years the game has felt more like “fantasy superheroes” than the kind of fiction that I had associated with it – and, I suppose, still do, when I think of “classic D&D.”

Turning to my experience running a “World of Greyhawk” campaign using the fifth edition rules – and leaving aside the game’s overall “ethos” and “aesthetics” (including its unfortunate recent turn towards “twee”) – there are three elements of the game that especially came to vex me:

a. Its “superhero” “no-wounds-are-serious” system of rest and recovery

b. Its “unmagical” magic system; and

c. Its flavourless, often tedious combat system.

(For further explanation of each of these points, go to the posts to which I’ve linked above.)

I recently managed to sell most of my WotC 5e D&D collection (I kept the core rules and a few books I liked, such as Saltmarsh and Yawning Portal). I used a local used bookstore for the sake of convenience. It felt good to free up the shelf space. I don't know why I bothered getting most of those books originally – even when I was playing 5e, I barely used most of them. (I stopped buying WotC stuff years ago when I realized this, as well as the declining quality of the line.)

I will say this for 5e D&D: it’s far better than 3e was. I mean, if 5e D&D were the only FRPG available, I would play it – whereas I would just abandon the hobby if 3e was the only option. And I would not rule out occasionally playing 5e D&D in the future (say, running a game for a friend’s kids or something like that). And I would be happy to play the Middle-earth variant, The Lord of the Rings RPG (indeed, I greatly enjoyed that game’s predecessor, Adventures in Middle-earth, having run a successful campaign about seven years ago).

But as for my “main” FRPG, I’ll never use 5e D&D again. Hence, I don’t have any interest in the new 2024 books. There are just too many superior alternatives (including, of course, earlier editions of D&D/AD&D, and related “retro-clones” and “near clones”).


24 September 2024

The Kirkyard of St Cuthbert

One of the reasons why I haven’t posted much here recently is that I spent a couple of weeks in Scotland in late August, followed in early September by a week of work in Manchester. I then returned to North America (first my permanent home in Toronto, then to my new temporary apartment in Chicago, from which I’ll be visiting Notre Dame University weekly as a research fellow at the Center for Philosophy and Religion until late May 2025). It’s been a busy time!

While in Edinburgh, I naturally visited the kirkyard of St Cuthbert. A saint in our own world from the 7th century, St Cuthbert also famously travelled to the World of Greyhawk (Oerth), where he became an important deity, a champion of law and order against the chaos and evil of vile Iuz. In fact, one of the characters from my recent Greyhawk campaign, Cedric the warrior cleric, was a priest of St Cuthbert.

Here are some pictures I took while visiting:


[The back of Edinburgh Castle. Our temporary accommodation was only a block from this view.]


[The cross in St Cuthbert's kirkyard.]


[The entrance to the kirkyard.]


[The view of the kirkyard from Ediburgh Castle.]


[Statue of David Hume. No relation to St Cuthbert obviously, but one of my philosophic heroes.]

09 September 2024

Mythras and Against the Darkmaster news

Some quick notes on a couple of things for two of my favourite RPGS: Mythras and Against the Darkmaster.

First, Mythras. There is a new supplement for the delightful Lyonesse FRPG: Rogues, Rascals, and Rapscallions.


Here’s the announcement from the Design Mechanism:
A supplement for the Lyonesse roleplaying game – roleplaying adventure in the Elder Isles of Jack Vance.

Everyone loves a good villain, and the Elder Isles are full of them.

Rogues, Rascals, and Rapscallions is a resource to the beleaguered Games Master. It has a cornucopia of criminals, a superfluity of scoundrels, a mass of miscreants, and a surfeit of scallywags. The book is divided into five chapters, respectively covering ne'er-do-wells, cults, societies, places, and schemes, each accompanied by multiple stories that can embroil the characters in villainy, either as victims, witnesses, investigators or – heavens forfend! – perpetrators.

Packed full of scenario ideas, intriguing encounters, nefarious nemeses, and exotic locales, Rogues, Rascals and Rapscallions is a must for any campaign, be it Lyonesse or some other fine setting.

Hardcover POD & PDF ($35.99 and $12.99 respectively)
Colour & B/W
140 pages
Available now here.

As for Against the Darkmaster, it looks like the Game Master’s Guide will be available soon. 

From the folks at Open Ended Games:

We’re thrilled to announce that the Against the Darkmaster GM's Guide is nearly complete! This complement to the Player’s Handbook, covering the GM’s side and Bestiary of the Core Rules, will be available both as a Print-On-Demand (POD) and PDF on DrivethruRPG. Here’s a preview of the cover art by the always excellent Heraldo Mussolini to whet your appetite!

I love that the cover is from the perspective of the Darkmaster. Very cool!

While I adore the massive VsD tome, having slimmer Player and GM books is more useful for running the game, in my view – and obviously less expensive for players. (Also, holding the VsD core rules in one hand while running a session can be a bit tricky…)



16 August 2024

Combat should be interesting


Combat obviously is an important element in most fantasy role-playing games. At its best, it’s exciting and dramatic. After all, the protagonists’ lives are at risk! And surprising things can happen – either because of chance (the rolls of the dice) or because of players’ inventiveness (or even inspiration on the part of the Game Master in the midst of a session). 

In the two campaigns that I currently am running – both using the Against the Darkmaster (VsD) system, one set in Middle-earth, the other in my home setting of Ukrasia – I rarely have more than one combat in any given session. Thanks to its “critical hits” system, combat in VsD can easily become quite deadly or debilitating, so players tend to avoid it when possible. Hence, two or more sessions (if not more) typically will pass between combats. I like this kind of pacing, as it ensures that when combat does take place, it is noteworthy and memorable.  

The two games that I play the most these days – VsD and Mythras – both have involved and colourful combat systems. While VsD has vivid critical hits, fumbles, and the like, Mythras has hit locations and exciting “special effects” (previously called “combat manoeuvres”) that allow for a wide range of tactical options, including defensive ones. They definitely are not “rules light” systems! 

Almost two decades ago (!), when I finally realized that I disliked 3rd edition Dungeons and Dragons, I thought that that was because I disliked “rules heavy” FRPGs. But that wasn’t really the case. I’ve always liked certain “rules heavy” – or at least “rules medium” – systems, like Middle-earth Roleplaying and Stormbringer. What I disliked was how tedious the rules for 3e D&D were – both in terms of prep work and its combat system. Running and playing 3e D&D involved a lot of work – and there was very little pay-off for that, as combats in 3e were frequent but usually quite boring. For the most part, characters and their opponents were “blocks of hit points” that would be chipped away during combats that involved a lot of rather flavourless options (and ubiquitous, bland “attacks of opportunity”). 

The problem isn’t nearly as bad in 5th edition Dungeons and Dragons. But it’s still there: the game assumes that combat is common (which the DM can ignore, of course) and that it rarely threatens the lives of the characters (thanks to all their abilities, inflated hit points, “death saves,” and the like). (Yes, there are options to make the game more “gritty” and deadly hidden in the Dungeon Master's Guide, but the default mode is very much “fantasy superheroes,” wherein player characters rarely face serious risks.) Combat in 5e D&D is pretty dull in my experience – at least when compared to the alternatives with which I am familiar, such as Mythras and VsD.

So what my recent 5e D&D campaign taught me was that what I dislike are “rules heavy” or “rules medium” systems in which combat is insipid and (usually) not that risky (at least to the characters). I had to work hard to ensure that at least some of the combats in my campaign were novel. In contrast, no such work is needed for Mythras or VsD, given the intrinsic qualities of those combat systems. Even an encounter with some “vanilla” bandits or orcs can be risky and interesting.

That said, sometimes one doesn’t want to engage in a lot of book-keeping when running a game. That’s certainly fine. This is where older (TSR era) editions of D&D and AD&D shine (at least when one isn’t using all the rules outlined by Gary Gyax in the AD&D rules – which almost no one ever did or does). In old school D&D (and associated “retro-clones” like Swords and Wizardry, OSRIC, and Crypts & Things), combat is fast. So while it lacks the colourfulness and tactical depth of other systems, at least it rarely takes more than 20 minutes to resolve (unlike even trivial combats in 3e or 5e D&D). And of course, combat can be more deadly in older versions of D&D, given the lower hit points of characters, the absence of “death saves,” the relative rarity of healing spells, etc.

In short, my view is that combat should be either interesting or fast. One of my gripes with 5th edition D&D is that combat typically is neither (although sometimes it can be), at least in comparison to the other FRPGs that I play.  


15 August 2024

On the Trailers for Season 2 of the Rings of Power


There have been two recent trailers for the next season of Amazon’s The Rings of Power series. One from Comic Con a couple of weeks ago (link) and the final one released before the second season starts on August 29th (link). 

For illuminating discussion of both, I recommend the commentaries posted by the “Nerd of the Rings” (here and here). I don’t watch that much on YouTube (or anywhere, really), but I do follow the NotR and have enjoyed many of his videos about Middle-earth history. I think that he’s been pretty fair about the series – he gave the first season a 6/10 (see his review here), which strikes me as about right. 

I had planned to post a proper review of season one myself, but I never got around to it. Suffice to say that I found it to be very much a “mixed bag.” The sets and scenery were top-notch: Númenor, Khazad-Dûm, and Ost-in-Edhil all looked absolutely amazing in my opinion. And some of the storylines were compelling (e.g., the Elrond-Durin relationship; the character “Adar”). But others were terrible (e.g., the whole “mithril-cures-Elf-cancer” storyline that the writers pointlessly invented; the portrayal of Galadriel’s character throughout the series). The writing was often disappointing if not cringe-inducing (e.g., Pharazôn’s “Elves-will-steal-our-jobs” speech), and the conclusion – with the lacklustre creation of the three Elven rings before any of the others – was not especially promising for the series’ future. Finally, the cavalier attitude of the writers towards Middle-earth canon – especially the compression of 1700 years of history into a few years for the sake of the series – still grates on me.

But I have to say that the two trailers (to which I linked above) have me somewhat excited to see how the second season turns out. A proper “Annatar-Celebrimbor” relationship would be great to watch (even if it unfolded absurdly quickly compared to Tolkien’s timeline). And I retain (probably a fool’s) hope that the “Stranger” will turn out to be a Blue Wizard rather than Gandalf. 

Even though the second season starts on August 29, I probably will not be able to watch any episodes until mid-September, as I’ll be busy with travel and work. But I’ll post my thoughts here one I manage to watch a few episodes. 

30 July 2024

Fight On! Is Back

In the early days of this blog, when the “Old School Renaissance” scene was full of vim and vigour, a major player was the fanzine Fight On! It was a wonderful, eclectic, and somewhat chaotic journal, filled with fun scenarios, monsters, optional rules, and the like. I happily contributed a couple of articles back in the day (“Background Professions” to #5 and “The Duchy of Briz” to #7).

After a decade of enchanted sleep, Fight On! is back with issue #15. Here’s the blurb from the editor Ignatius Umlaut:

Ten years later, we are back from the dead to Fight On once more! These revenant runes are just as jam-packed as you remember with classes, monsters, spells, magic items, rules mods, homebrews, and awesome adventures in the spirit of the eldritch era of fantasy roleplaying! Dedicated to seventies D&D legend J. Eric Holmes, this issue brings together old and new stalwarts alike to celebrate our 15th issue and new beginning! With art and articles by J. Eric and Christopher Holmes, Tom Gordon, Calithena, Gabor Lux, Jeff Rients, James Maliszewski, Kesher, Pete Mullen, Cameron Hawkey, Zach Howard, Alex Schroder, Richard Rittenhouse, Settembrini, Patrick Farley, Jason Sholtis, Robert Conley, Kelvin Green, Philipp H., Attronarch, Mitzi!, and many more, this is the first of our new forays into fanzine fame and glory! Ride that wyvern while the sun is shining, and keep Fighting On!

My life with roleplaying games started with Dr. J. Eric Holmes’s Basic Dungeons & Dragons set back in 1980 (the one with chits instead of dice). So I’m especially keen to check out this issue!


[Picture by Peter Mullen from FO! 15]




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I'm a Canadian political philosopher who lives primarily in Toronto but teaches in Milwaukee (sometimes in person, sometimes online).