06 December 2024

Against the Court of Urdor - Part 4

The Broken Temple, the Dread Wolves, the Tower of the Morning Star, and Soggy Fields.

February 1000 2AH (Second Age of Humanity): 1st – 12th. 
(A recap of the adventure so far.)

In Part 1 of this saga, our protagonists – Einar Quicksilver, the Green Elf scout of Koronande, and Kiren Hammerstone, the Dwarf animist of the Halls of Pale Steel – were captured and compelled by the Tantûraki wizard Zepheus to infiltrate the barrow of the Green Elf Prince Berethil. The ghost of Berethil, however, helped to free the adventurers from Zepheus’s control. In return, Einar and Kiren swore an oath to return the White Crown of northern Taaliraan to the prince’s sister, Queen Blàithnaid.  

In Part 2, after Einar and Kiren fled the spider-infested jungle of the Weblands and entered the Cursed Lands, they encountered three of the members of the Company of the Morningstar: the Kirani ranger Karos, the Hathorian wizard Evrix, and the Tantûraki scout Zephyr. Einar and Kiren then travelled to Korlax’s Haven. There they agreed to help the bard Blarth recover his silver harp from a vile band of redcaps. Alas, poor Blarth was slain by a ghoul in the process, but the heroes freed two prisoners: the half-orc Krumm and the pixie Neriss.  

In Part 3, the duo, now accompanied by Neriss in the guise of a young elf, travelled to Triumvir Town, where they met Jabbo “Far Walker” and Xerric the Loremaster, among others. They then journeyed to the village of Dawnfell, where Neriss was taken captive by the town’s ruler Brynjar. Using the pixie as a hostage, Brynjar demanded that Einar and Kiren recover the village’s protective artifact, the “Dawnchime” – which has the power to repel trolls – from the elves of the Crystal Glade. At the Crystal Glade, Einar delivered his aunt Yvenna’s necklace to his cousin Nuriel, leader of the elvish enclave. The two adventurers also learned that the elves do not have the Dawnchime, and that their own protective artifact, the “Dragon’s Eye,” had been taken by troll raiders only a few days earlier. From Agandis, a human (Kirani) prisoner of the elves, Einer, Kiren, and Nuriel learned that a deal had been arranged between a band of brigands named the “Dread Wolves” and the trolls. The bandits had agreed to steal the Dawnchime, using their spy in the town, Hamrick Tallowfoot. In return, the trolls agreed to take the Dragon’s Eye. The deal had been arranged by none other than the vile magician Zepheus, who seeks the elvish artifact for his own dark plans! 

[Map of the Cursed Lands]

February 1000 2AH: the 13th day.  

Accompanied by the Wyrdwood guardian Aleisa and the intelligent macaw Quiss, the adventurers journey through the jungle to the Broken Temple, which lies only a mile and a half to the north of the Crystal Glade. En route Kiren chats amiably with the bird, while Einar and Aleisa exchange furtive glances. As they near the temple, Kiren notices that the group is being followed by a large gorcrow. Aleisa fires at it but misses, and the gorcrow flies away to the northwest.

[Aleisa]

Near the Broken Temple the band comes across an abandoned cart. Einer discerns that the tracks came from the east-southeast. Consulting the regional map that they had found the previous day at the wood gatherer’s cabin, the heroes infer that the cart likely had come from Dawnfell. The Green Elf also finds troll and human footprints around the cart.


[Dawnfell region]

The party investigates the Broken Temple. They are immediately attacked by a panther and two trolls! The panther is quickly dispatched by the trio, but the trolls hurl great stones at them from within the temple. Using his soul soothing magic, Kiren calms the trolls momentarily. While trying to flee, the leader Urgusk is savagely killed by the Dwarf, whereas the other troll, Prugg, is granted mercy by Einar. The Green Elf of Koronande convinces Prugg to reveal the treasure they seek. The troll helps the adventurers evade a trap involving Darkshrike spores. The group then loads the Dawnchime onto the cart that they had located earlier. They learn from Prugg that the Dread Wolves had recently exchanged the Dragon’s Eye for the Dawnchime, and that the former item likely is still with the brigands. The troll also explains that the gorcrows are used as spies by the brigands. (The adventurers infer that this is no doubt a “gift” from their nemesis Zepheus.) In return for his help, Prugg is granted his freedom – but only after he spends the rest of the day in stone form. Exposing himself to a ray of light that breaks through the jungle canopy, the troll is petrified until nighttime.

[Urgusk the troll]

The group explores the ruined temple. Einar recognizes statues devoted to four deities of the Solar Court: Amithos (God of the sun and justice; ruler of the Solar Court), Ulrika (Goddess of war and strategy), Vanimos (God of knowledge and secrets), and Zerrick (God of discipline and control). The Green Elf also recognizes a painting of the dreaded Autarch N’veldar and his legions. It depicts a battle from the final years of the First Age of Humanity. Kiren burns the painting in disgust. The group also comes across a great hide used by the trolls as a rug. Kiren identifies the hide as belonging to one of the Uvag-Aak, a terrible race of vampiric apes that dwell deep within the jungles and forest around the Ûsakan Bay

The party travels back to the Crystal Glade with the Dawnchime. There the trio consults with Nuriel. The leader of the Crystal Glade recommends that Kiren and Einar travel to Dawnfell and negotiate with Brynjar. She also suggests that the Green Elf Orin accompany them, as he is fluent in both the Hathorian and Kirani tongues, and used to interact regularly with the humans of Dawnfell before the two peoples became estranged. Orin is keen to return to the human settlement after so many decades, as he craves the substance known as “cheese,” which (tragically, in his opinion) elves do not create. Aleisa will lead a band of Green Elf archers to the bandit camp and lie in wait for the party there.

After a brief rest the group travels to Dawnfell. There the group meets with Brynjar. Einar explains what happened with respect to the Dawnchime; he is backed up by the charming Orin. Impressed by the return of the Dawnchime and the elves’ harrowing tale, Brynjar releases Neriss and agrees to work with the Crystal Glade to recover the Dragon’s Eye from the Dread Wolves. The thane also decides to send five soldiers from the village to aid in the recovery mission. 

Einar, Kiren, Orin, and Neriss retire to Hathor’s Staff inn. There they relax and Orin consumes a wheel of cheese. He then tells the adventurers a saucy tale involving a pixie queen and an elf knight. Neriss turns bright red and looks longingly at poor Einar.

February 1000 2AH: the 14th day.  

Before the sun rises, the party heads north with the five soldiers from Dawnfell. To his profound irritation, Einar notices that a gorcrow is following the party.

When the party reaches the bandit camp a Green Elf scout updates the party. Elves from the Crystal Glade stand guard hidden in the trees around the campsite. 

The leader of the Dawnfell soldiers, Güntar, demands the surrender of the Dread Wolves. The hidden elves fire several arrows into the camp area to unnerve the bandits. Vargas emerges cautiously from his hiding place and demands an oath from Güntar that the bandits’ lives will be spared if they surrender. Reluctantly, the warrior agrees. Vargas then explains everything he knows about the involvement of Zepheus and the deal with the trolls. He also confirms that the bandits’ spy in the village is the farmer Hamrick Tallowfoot. It was Hamrick who stole the Dawnchime for the bandits and brought it to the trolls. The adventurers also recover a map and note from Vargus. The note is from Zepheus and offers the bandits one-thousand jade pieces and a blade of “black ice” in exchange for the Dragon’s Eye. As Vargus conveys these items and information, Kiren notices a gorcrow spying on the campsite. A Green Elf fires at the gorcrow but misses; the malevolent corvid flies away.

[Vargus, leader of the Dread Wolves]

The elves depart, returning to the Crystal Glade with the Dragon’s Eye. Taking the bandits as prisoners, the adventurers and men return to Dawnfell. There, Brynjar pronounces his punishment. The bandits’ lives are to be spared – as promised by Güntar – but their ability to cause mischief will be thwarted by the removal of their left eyes. In addition, the members of the Dread Wolves are to serve the village as labourers for ten years. Bynjar lets the heroes keep Vargus’s magical pendant as a reward for their aid and offers a reward for the return of the traitor Hamrick.  

[Hamrick the traitor]

With the assistance of Güntar and Neriss, the adventurers track down Hamrick. After slaying a wolf and another bandit, the group returns to Dawnfell with Hamrick as their prisoner, whom they turn over to Brynjar. As rewards for their services, the thane gives Neriss a superior short bow, Einar a superior leather helm (specially designed so as to impose no perception penalty), and a trained falcon named Miranda to Kiren

The party then retires to the Hathor’s Staff inn to deliberate about what to do next. While enjoying their drinks, the dwarf animist casts “Animal Companion” on the falcon and the two become bonded. Kiren is delighted with his new feathered friend.

February 1000 2AH: the 15th day.  

The party returns to the Crystal Glade with Orin – now filled with human-made cheese. Nuriel greets them warmly and promises them accommodation within the settlement anytime they need it (the Crystal Glade is forever a “safe haven” for the group). 

Grizzy the gnome urges Nerris to return to the secret Faerie Mound (located near the Crystal Glade) as her brother Nerro wishes her back. After some gentle nudging from Einar, who tires of the pixie’s childlike infatuation with him, she agrees. But she gives the Green Elf her magic whistle – when blown, Nerris will hear it and know where Einar was located when he used it. She promises to find him if he ever uses it. The pixie then departs for the Faerie Mound, tears in her fey emerald eyes.

[Neriss]

February 1000 2AH: the 16th and 17th days.  

Grizzy teaches the spell lore “Mastery of Plants” to Kiren. Meanwhile, Einar pursues less intellectual endeavours, and enjoys the gratitude and company of Aleisa.

February 1000 2AH: the 18th and 19th days.

The duo leaves the Crystal Glade. They return to Dawnfell and then go to Triumvir Town. While in Triumvir Town, Einar and Kiren meet with the Arsilonian scholar Xerric, and tell him about their recent adventures. Impressed, Xerric sells his magical backpack to Kiren for a reduced price. Back at the Evening Feast Inn, Jabbo “Far Walker” congratulates the adventurers on taking out the bandits, and Kiren introduces his falcon to Marda the innkeeper.

February 1000 2AH: the 20th and 21st days.

Einar and Kiren journey north to the Tower of the Morning Star. They reach it as evening falls and stay at the tower’s inn, The Evening Star. There the party learns from the innkeeper Daileen that one member of the Company, Zephyr, was recently killed. The duo also speak with the Hathorian bard Lena. She recalls poor Blarth and is sad to learn of his death. 

[Daileen]

The next day the party meets with several members of the Company of the Morning Star

Bleys, the Hathorian wizard (and apprentice to Evrix).

Karos, the Kirani ranger (whom the adventurers had met before). 

Ketta, the Halfling scout and spy.

Onshay, the Dwarf “intelligence master” of the Company.

Ulxor, a Tantûraki herbalist and scholar.

Wyland, a Blue Elf warrior.

Karos explains that after meeting with the two adventures just over two weeks ago (February 5th and 6th), he, Evrix, and Zephyr launched an assault on the encampment of the vile Zepheus. While most of the necromancer’s warriors were easily dispatched, one turned out to be a vampire which slew Zephyr. While Karos and Evrix dealt with the loathsome demon, Zepheus managed to escape. Hence the attack was a failure. The ranger also tells the duo that Evrix subsequently travelled south to Taaliraan in order to consult with the wise and powerful Blue Elf lord Laurre Menelrana. The wizard Bleys cautions the party to avoid vampires if at all possible. Contrary to common folklore, vampires are not “undead” but rather powerful demons.

While partaking of the Company’s high-quality wine and bread, Kiren and Einer relate their recent activities, including helping to heal the rift between the villages of Dawnfell and the Crystal Glade, and uncovering the involvement of Zepheus in the troubles there. They also reveal the location of Zepheus’s base in the Wilder Woods to the west of the Cursed Lands. The Company is suitably impressed by all this information – and by Kiren’s charmingly earnest desire to help all “good people work together.” 

The adventurers then mention their plan to travel to Misty Vale in order to return the white branch crown to Queen Blàithnaid, whom they believe is magically hidden on an island within the lake near the town. The Company tells them that a friend of theirs – Nevynn “the Wise” – lives in Misty Vale, and that the party should seek his counsel if possible. Ulxor writes a letter of introduction for the party. And with that, the council ends. 

Shortly afterwards, Einar and Kiren leave the Tower of the Morning Star and spend a few hours walking to the town of Soggy Fields. Most of the townsfolk are Tantûraki. Indeed, the duo learns that the town was settled three centuries ago by six wealthy families that had fled Tantûrak due to their opposition to the “Magician.” The townsfolk later were joined by a tribe of halflings from Dûshera. Soggy Fields is now one of the larger towns in the Cursed Lands. It is governed by a ruling council of six Tantûraki and one halfling (“The Council of Seven”).   

Reaching the town in the late afternoon, the duo encounters a priest named Zedric within the main square. The priest is imploring the townsfolk to rejoin the Church of the Solar Court. However, as committed members of the Church of the Free Sun, the people of Soggy Fields ignore the bellicose proselytizer.

[Zedric]

The duo wander about town for a while, visiting the Last Drop Inn. There they chat with a roguish one-eyed halfling publican named Zhurlo, who is saddened to learn of Blarth’s death. The adventurers then visit the Chapel to Amithos and Fiona. There they speak with Hierarch Staven and learn more about the conflict between the Church of the Solar Court and the Church of the Free Sun (Staven belongs to the latter). Both Churches are devoted to the deities of the Solar Court, but the Church of the Free Sun broke away from the Church of the Solar Court in the 2105th year of the First Age of Humanity, after the Autarch N’veldar proclaimed the Rylindar Imperium. The Hierarch worries that religious strife may be coming to the Cursed Lands due to increased meddling by Tantûrak.
 
Finally, Einar and Kiren retire to the Blazing Hearth Inn.

Notes:

The master page for the World of Ukrasia and this campaign is here. (Links to other log posts can be found on the master page.)

The “Court of Urdor” setting (including the central part of the island) draws upon – but significantly modifies – ICE’s 1981 Court of Ardor campaign module by Terry Amthor. The map of the “Cursed Lands” is from the module’s main map, by Peter Fenlon. (I added a number of new locations to the “Cursed Lands” map – it should be obvious which ones are not part of the original map.)

Queen Blàithnaid is from the Against the Darkmaster core book. Nuriel, Brynjar, and other materials concerning Dawnfell and the Crystal Glade are from the Silence of Dawnfell adventure for VsD. The pictures of Urgusk and Vargas also are from that adventure. I have extensively modified both adventures for this setting and campaign. The map of the Dawnfell region is my own but draws upon the version found in the book.

The picture of Karos is from the Baldur’s Gate II Enhanced Edition CRPG. The other colour portraits are from various fan-made mods for that CRPG.

27 November 2024

Open Ended Games 2024 Q&A

I’m currently running two campaigns using the Against the Darkmaster ("VsD") fantasy role-playing game, one set in my homebrew setting of Ukrasia, the other in Middle-earth (for both, I am making use of some of my old ICE Middle-earth Roleplaying material, which is easy to do, given that VsD draws heavily upon MERP). So, I’m obviously a big fan of the game!

Hence, I was interested to watch the "Question-and-Answer" episode for 2024 with Open Ended Games (the folks behind VsD). It can be found on YouTube here.  

A few interesting announcements were made by OEG:
  • The most significant is that a space-based version of VsD will be coming out at some point, called Against the Star Master. (The mention of “star blades” makes me think that it will resemble Star Wars in some ways.) It looks like the playtest “quick start” rules should be available sometime in 2025, although the full game likely will not be finalized for a while.
  • A companion to cover higher-level (“mythic”) characters is going to be produced at some point (although almost certainly not in 2025).
  • A couple of new adventures will be coming out for VsD (probably available in 2025).
  • A new “deluxe edition” version of the core rules – with a new (hopefully sturdier) GM screen – will be coming out soon-ish.
I’m glad that VsD is doing well. It’s tied with Mythras as my favourite RPG these days. I look forward to all these future products.  

25 October 2024

Trail of Cthulhu 2e and Broken Empires

I try not to back funding projects (on Kickstarter and the like) that often these days. This is because I backed a few in recent years that I now kind of regret (e.g., Shadowdark, Dolmenwood, Old School Essentials, a bestiary from Goodman Games, and a couple of other things, the details of which I've already largely forgotten).  As they trickle in (many of my recent "regrets" still linger in the ether somewhere) I find myself sighing and -- after briefly flipping through them -- putting the print products on my shelf and the PDFs into my ever-expanding dropbox of RPGs. 

To be clear, the products themselves might be fine or even quite good. For instance, Shadowdark certainly has some interesting mechanics, some of which I'm on the fence about (but which, I concede, very well may be vindicated in practice). But the cold hard truth of the matter is that I just don't see using this game that much (if at all) in the near future, as well as the other RPG products that have trickled in over the past few years (e.g., OSE). 

Having said all that, there are two funding projects that I have decided to back, albeit at a reasonably scaled back level (for me). 

The first is the second edition of Trail of Cthulhu. Now, I already have a surfeit of Cthulhu Mythos material (including ToC, but mostly Call of Cthulhu books, some 7th edition but mainly material for earlier editions). However, I've played a couple of ToC scenarios and thought quite highly of them. Indeed, one was probably the best "one shot" horror scenario I've ever gone through. So I will be backing the current Trail of Cthulhu 2e funding campaign because of its innovative treatment of the setting and the high quality of the scenarios. I also love the ToC art. (Plus, I had a distinctly unpleasant "experience" with some of the "new Chaosium" folk around 2016-2017 -- no one involved with 7e CoC but rather the Moon Design folks -- which has put me off their products ever since. Hence, I'm happy to go elsewhere for new Cthulhu material.) 


If you're curious about Trail of Cthulhu, check out the 2e Quickstart.

The other project that I'm backing is the Broken Empires FRPG (albeit, again, at a lower level than I have backed projects in the past). I'm curious about the system, as Mythras is one of its main influences, and it aims to be a "sim-lite" game. This means, roughly, that the game falls within the "simulationist" camp -- that is, it is a game in the mold of Mythras, RuneQuest, Harnmaster, Rolemaster, Middle-earth Roleplaying, Against the Darkmaster, and the like. These kinds of games (which generally belong to the "d100" BRP and RM "families") vividly and precisely describe, via their mechanics, what happens in the game world, with hit locations (in Mythras and related systems) or critical hits (in Rolemaster, MERP, VsD, etc.), different levels of success for skill rolls, and so forth. My tastes, I've (re)discovered in recent years, definitely lie in the simulationist region of RPGs. But Broken Empires also claims to be "lite" by achieving a high degree of "simulation" with fewer mechanics, dice rolls, and calculations. I'm frankly a little sceptical about the latter claim, but the game overall looks interesting enough for me to want to include it in my collection. I'm especially intrigued by the "free form" magic system (roughly, there are no "spells," but instead spell-casters describe what effects they are trying to realize, and they draw upon their relevant skills in order to do so).  


These are somewhat niche RPG interests, I suppose, but I thought that I would mention these projects in case others might be interested in them.

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]




10 July 2024

Trampier and Amthor inducted into the Gaming Hall of Fame

There is something called “The Academy of Adventure Gaming Arts and Design Hall of Fame.” It has existed since 1974 and includes many important game designers and artists. 

Since the Hall of Fame encompasses contributors to wargames, card games, and boardgames, as well as role-playing games, a lot of the people listed at the AAGAD Hall of Fame website are unfamiliar to me. But within the RPG world, there are many true legends.

In 2024, two people who have had a lot of influence on me during the many decades I’ve been involved in RPGs were inducted.

David Trampier – my favourite FRPG artist of all time (rivalled only by Angus McBride) – is now a member of the AAGAD Hall of Fame.

 
And Terry Amthor – a key contributor to the Middle-earth Roleplaying, Rolemaster, and Shadow World lines of Iron Crown Enterprises (Amthor was the primary author and creative force behind Shadow World, to which he contributed until his death) – also is now a member. (My current Ukrasia campaign draws heavily upon an early work of his, The Court of Ardor.)


Sadly, both Trampier and Amthor have passed away. But their contributions live on, and I am profoundly grateful to both of them for what they accomplished. 

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