Wednesday, August 19, 2020

#RPGaDAY 2020: Day 19 Tower

Why do wizards have towers?

Thieves get to start guilds, fighters get strongholds and clerics get to establish churches.  Wizards get a tower.  Seems a little weak if you ask me.  But there are some good reasons.

The wizard in his* tower likely goes all the way back to Merlin if not before.  

I do say "his" in this case since the archetypical wizard in the tower was always depicted as male.  Witches get an even worse deal, relegated to just a hut or cabin.

So for a game steeped in medieval quasi-history and tropes, the fastnesses of the other classes make sense.  As does the wizard tower.

The tower represents a sense of isolationism and separation from the rest of humanity.  To reach the top takes work, takes effort. 
Much like becoming a wizard in the first place.

There are also academic associations. We call institutions of higher learning the "Ivory Tower" not just for their remoteness and inaccessibility to the hoi polloi, but also a reflection of the inhabitants' distance from the affairs of the world. 

The Tower (capital T) represents, in the physical, the "otherness" of the wizard.

It can also represent the hubris of the wizard as depicted in the Major Arcana of the Tarot.  I always thought the Tower here was allegorical, like the Tower of Babel from the Abrahamic religions. "You can be powerful, but not too powerful."

I am not a map-maker. But in my spare-time (hahahahahaha) I have been picking at a tower that I might feature in one of my games.  The top of the tower is for star-gazing and for magic that needs to be done under the sky.  The tower also extends down to a lower chamber for darker magics.  Maybe I'll make it part of my BECMI campaign I am planning.  I do have the ground floor all mapped.  There is a statue of a syncretized Ereshkigal-Hecate-Cardea guarding the doorways to the upper levels and lower levels.

Maybe I get my son to 3D print one for me.

Tuesday, August 18, 2020

The Witch Queens Gather

"Every witch owns a clock. It is a special clock in that it never seems to be working until one night of the full moon every thirteen years. Then the clock chimes thirteen bells. Each full moon the clock chimes one less, counting down from thirteen. Until the night of the last full moon.  During this time of the 13 Moons, the Witch Queens gather to choose a new Witch High Queen."

- From the Journal of Larina Nix 

Still working on my War of the Witch Queens campaign. 

I have the adventures picked out. I have some "Background noise." I think I even have my Big Bad figured out.

Now I just need my main NPCs.  Thankfully HeroForge has me covered!

All my Witch Queens and a few extras.

Now I just need about $1,300* to get them all printed!
*Well...not really that much. I already have a few.

#RPGaDAY 2020: Day 18 Meet

"You meet in an Inn..."

Or not.  Meeting in an inn or tavern has to be one of the biggest clichés in Fantasy Gaming.  I mean, yes it works, but it is certainly a bit of a lazy meeting anymore. But does that make it bad?

Lately, I have noticed, especially with on-line game streamers, that they take the cliché and are very tongue-in-cheek with it.  I also think it is something that has largely been replaced by what is now called "Session Zero."

I like Session Zero.  You get to meet all the characters as they are being rolled up and some backstory is given. Plus there are other house-keeping items that are covered such as what the game is about, any house rules, and what the limits are.

"Meet in an Inn" and "Session Zero" are not mutually exclusive, but they are both typical of the styles of games they usually start.  "Meet in an Inn" is more common with old-school games and "Session Zero" with newer games.  There is also one other factor they represent; expectations of character deaths.

"Meeting in an Inn" is often situated in a game where character death is a likely occurrence. Even though the archetype of this trope, the meeting of Strider in the Prancing Pony, resulted in all the participants surviving to the campaign's end.

"Session Zero" is usually associated with the understanding, either tacit or implicit, that the characters have a good chance of survival.  There is often the aforementioned back story. 

For my "Order of the Platinum Dragon" campaign, I did do the "you meet in an inn" scenario.  Again the purpose of that campaign was to give my kids a "classic D&D" experience and I was not going to rob them of that.

For my "War of the Witch Queens" I have not figured out yet how the characters will meet.  I know how they are going to get on the trail of the mystery, the murder of the Witch High Queen, but before that, I am still at a blank.  But that is ok. There will be a Session Zero, so maybe we can all figure it out then.   Although. I really have wanted an excuse to use The Shady Dragon Inn.

It would give me an excuse to use these two,


Monday, August 17, 2020

#RPGaDAY 2020: Day 17 Comfort

Back in 1972, Dr. Alexander Comfort wrote a groundbreaking book, "The Joy of Sex".

Groundbreaking in the frank portrayal of the sexual act as something to celebrate and enjoy.  Also groundbreaking for its illustrations (and photographs at least in the 2008 version) and its place as part of the start of the sexual revolution.

I think what we need today is an equally revolutionary "Joy of D&D."

One might ask why we would need such a book. One could also ask why we need a Joy of Sex, but if nearly 30 years of studying (and three degrees in) psychology you would be surprised by how little people actually know about sex.  Sure they can "do it" and have been since, well forever, but there is still much that people don't know. 
People can ride a bicycle, but that does not mean they are ready for the Tour de France.

I am not talking about a book on how to play the game. We have those, the rulebooks from TSR/WotC.  Or even a manual on how to run the game.  I'll contend that the pinnacle of this is still the AD&D 1st Ed Dungeon Master's Guide.

No. In this case, I am talking about an easy to read book; a breezy sort of guide. Maybe even a collection of essays and personal stories mixed in with guidelines on not just how to play D&D (and I think D&D in particular) but also how to get the most enjoyment out of it.  A Gourmet Guide to D&D and Roleplaying as it were. 

And just like how Dr. Comfort's book broke free of the Puritanical notion that sex had to be done one way for one reason alone, this guide would break the notion that D&D has to be done way.  Sure it can be a serious game, but it can also be light, breezy, and fun. 

Both books serve the same purpose


Sunday, August 16, 2020

#RPGaDAY 2020: Day 16 Dramatic

How Dramatic do you like your games?

I suppose I do enjoy some drama. I like the game feel high stakes for the players (and characters) but I am more interested in Cinematic Style play anymore.  Even my horror games are a little more Cinematic than they are Gritty Dramatic. 

Just the other night my wife and I were talking Power Creep in games and TV shows and how to prevent it from being a series killer.  Shows like Grimm, or Buffy, tend only to last 6 or 7 seasons because you have to keep upping the ante on the power to increase the drama.  Fight a vampire Season 1, you need a demon Season 2, a God Season 3 and then...oops. Too far too fast.  Star Trek TNG had the same problem, once you introduce the Borg where is up? 

Shows like X-Files and Supernatural have to come up with ways to justify what is going on. In X-Files' case, I think the show fell apart under its own weight. Supernatural...they just keep doing their own thing and the audience is happy. In the case of X-Files, the drama got too much. In Supernatural, it didn't.

But in the case of Supernatural, the drama hasn't changed, it just gets reused. Certainly not the melodrama.  In Arrow, also mostly normal humans, the drama had to come from strained interpersonal relations that were supposedly solved in the previous seasons. Which is the same thing the next season. While it has worked, one can argue, for Supernatural, it didn't as much for Arrow. 

On the other end of the spectrum, you can have games like old-school D&D.

People will often claim that old-school D&D doesn't have, or shouldn't have drama. I say people are missing out.  I often prefer more cinematic play in my D&D as well, but there is still room for some drama.  Of course, D&D is not like a TV show. There is always something more powerful. And thus the Power Creep. We see as the levels go on and even as the editions go on.  I did my analysis a while back where I showed a 1st level D&D 4 character was as powerful as a 6th level BECMI character.  The monsters accordingly so as well.

Can you increase drama without power creep? Sure. But you have to be careful about it.


Saturday, August 15, 2020

#RPGaDAY 2020: Day 15 Frame

I bought this commission from Claudio Pozas years ago.  I did not get it framed since I wanted to take to Gen Con to get it signed.

I got it signed, yeah! But I should have gotten it framed as well!

Now I am having a hell of a time finding a frame that fits it.   

I am loathed to trim it and equally loathed to take it to Hobby Lobby.  Although in their defense, they never gave me grief for the WitchCraft RPG prints I had framed.



Friday, August 14, 2020

#RPGaDAY 2020: Day 14 Banner

Hmm. This one gives me a couple of ideas, but none I feel like expanding into a full blog post. 

I mean I have some Javascript to make my banner above display random images like my Book panel to the right. 

I suppose I still fly the Banner of Old-School games here even though I am more and more inclined to newer games these days.

I still have my giant Victorian London Map from Banners on the Cheap

I'll have to come up with something better for the other posts.