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Friday, 19 November 2010

Tekumel

“THE MOST BEAUTIFULLY DONE FANTASY GAME EVER CREATED…”

It sounds like he's describing a succulent steak, but this was in fact how Gary Gygax introduced Professor M A R Barker's Empire of the Petal Throne game when it was first published in 1975. “It is difficult for me,” Gygax continued, “to envision the possibility of any rival being created in the future.” TSR Inc (in those days still Tactical Studies Rules) were the publishers, so possibly one would want to take a pinch of salt with this particular steak. But they gave EPT the most lavish production of its day: $27.50, equivalent to the cost of the entire set of 2nd edition Dragon Warriors books – or a meal at a Michelin-starred restaurant, if you prefer. It seems like there was a genuine feeling at TSR that in EPT they had something special.

Petal Throne was, in fact, a commercial failure. Mainly this would have been because EPT was a fully realized campaign world which gave it a natural slant towards role-creation and improvisation. In that sense it was probably on the market five years too early. What also didn't help was that no backup material was released, and given that it was nearly three times as expensive as the three D&D starter books at the time, there was little chance that it would pick up any new converts. The game passed into that hideous unlife known as cult status, then TSR (by now more than happy with Greyhawk as a campaign world) sold it to Gamescience, who commissioned Professor Barker to do a new version.

The new game Swords & Glory, consisted of three volumes: the Sourcebook, detailing the world of Tekumel without reference to any rule system; the Players' Book, which has probably the most exhaustive set of role-playing rules imaginable (I do mean that as a backhanded compliment); and the Referee's Book, which was destined never to appear. The Sourcebook was absolutely perfect for a committed referee with a group of gamers already sold on Tekumel. But it lacked the easy-in that EPT’s much more primitive game mechanics (EPT was a D&D variant) had allowed. Nor was it easy to point a new player at any one passage that would give him a potted history of what he knew about the world.

Before long, Tekumel passed to a publisher called Theater of the Mind, who came out with series of gamebooks called Adventures on Tekumel that were supposed to let players learn about Tekumel by growing up and going on a bunch of solo adventures before moving on to a full RPG called Gardasiyal: Deeds of Glory that unfortunately assumed that the guy running the game would have access to other source material, because it was sorely lacking in the flimsy pamphlets in TOTM’s boxed set.

Even back in 1994, releasing an RPG in a box seemed bonkers – and so it proved, as Tekumel sank again, only to be helped out of the waters of Lethe by the Guardians of Order, who published a nice hardback RPG called Tekumel. As the name suggests, they had decided to stop preaching to the choir and actually deliver a straightforward game that didn’t assume you were already a fan.

Such is the history. You ought to have recognized the zealous tones of the true believer by now. EPT was my own introduction to roleplaying games, and I lose no opportunity to recommend it as the single most worthwhile RPG purchase one could make - even to the extent of slipping in plugs for it in my own role-playing books. The assertion I'm making here is nothing less than this: that if your games collection omits EPT and/or Tekumel then you are wasting money on any purchase of straight rules-horses like Pendragon, RuneQuest or Dungeons & Dragons. Now I'll try to explain why.

The "group improvised narrative" concept is basic to EPT. There are indeed underworlds below many of the ancient cities of Tekumel, but they are not intrinsically an important feature of the game. (I first met the lads at old Games Workshop in 1980 to discuss designing an RPG for them, and I mentioned that our role-playing sessions didn't include very much in the way of ‘dungeons’. Expressions of incredulity: “But . . . in that case, what do you do?” Well, er, we roleplay of course.) Barker's primary interest is in the politics and social etiquette of his world, and this is the prevailing theme throughout his rules. The original EPT game began with the players – simple fishermen from the south – arriving in Jakalla harbor in their small boats. Immediately, one is thrown into a bizarre and breathtaking culture: the bewilderment of the player parallels that of the character. Curt officers of the Omnipotent Azure Legion explain that you should remain within the Foreigners' Quarter unless under the patronage of a Tsolyani citizen; if you venture out into Jakalla proper you might easily commit some breach of etiquette, and without the protection of one of the Tsolyani clans you will be given short shrift by the authorities. If you learn fast you might just be able to stay alive. Once you have sufficient wealth and social prestige, you may be able to buy your way into one of the lower clans and petition the Imperial Court for citizenship. That could lie years in the future.

For the moment all you have of value is your boat, and if you sell that it might just pay for a few days in a grubby hotel and an employment notice in the Palace of the Realm. The impoverished and wretched scruffs who stagger along Jakalla wharf, hopefully towards fame and fortune, area far cry even from the roving (well-fed, well-equipped) young bloods of a Glorantha campaign - let alone the armored veterans of a beginning D&D or Dragon Warriors game.

Eventually a patron will contact you (hopefully before your money runs out) and a series of tables then indicate who he/she is and what will be the nature of your employment. The flavor of the game is that you might set out anywhere, with the emphasis on improvisation and free action rather than on set scenarios. An example: one game that I ran to introduce players to EPT went on for an entire day, with a series of ever more complex escapades around Jakalla, without a single reference to rulebook or dice. That kind of thing is of course not unique, and is the way a lot of campaigns are going these days. But this was in the mid-‘70s, when there were very few games that allowed that kind of richness of improvisation.

That is how the game runs, but that is just something that is to be looked for in any good campaign. It is the underlying texture and structure of Barker's world which makes this flow so easily. The rule systems of the original EPT book were derived from D&D, but Barker had actually been playing in a group without rules or referee since Tekumel's inception in the '50s. As a result, Tekumel is fully constructed at a core level rather than being defined by the rules. Glancing at the spells, for instance, it soon becomes clear that there is a correspondence between certain spells and the various Temples (I'm referring to EPT, Barker makes this correspondence explicitly in S&G). This goes rather deeper into the real needs of a functioning society than the rather naive notion of artillery-spells-for-war-gods. A Tsolyani general naturally expects his sorcerer-priests to be adept at battlefield healing as well as mass destruction and intelligence-gathering. Tsolyanu has the appearance of a society that has evolved along real human lines, rather than an artificially-constructed confection like, say, Krynn or Thieves' World.

Barker is an anthropologist, historian and linguist, which perhaps explains the thoroughness and internal logic of his world. That is one side of the coin. The other is that all through his writing it is obvious that an extraordinarily potent imagination is at work. This is not merely a run-of-the-mill fantasy environment but something else. Something which has the capacity to engage the imagination and keep it stimulated. A lesson which any campaign designer could learn from Barker is in his use of archetypes and primary images. As regular readers of this blog will know by now, one of my pet hates is the automatic use of elves, dwarfs, etc, outside their appropriate and effective context. Almost everybody who sits down to hack out a fantasy milieu for a novel or game seems to think they've got to have these critters populating the place or it won't be fantasy. Even Greg Stafford (no dimwit he) did this in the early days of Glorantha, then seemed to regret it and went revisionist on us and turned elves into spaced-out walking vegetables, trolls into Pro-Am fans.

Barker started from another point of departure entirely: Mayan, Aztec, Indian – and others; the sources aren't easy to spot. He has taken a clever approach. Instead of creating fear, aggression, wistfulness in player-characters by means of images that provoke these reactions in the players themselves, Barker provides little nudges that redefine the responses – recreate archetypes in new terms for the PCs. As he says in the first paragraph of EPT: “Players quickly learn to shiver just as much at the sound of chiming and the odor of musty cinnamon as they do at the creaking of Dracula's coffin or the distant bellowing of the Minotaur.” The cues he refers to are the language and scent of the Ssu, an exceptionally horrible alien species with four long lower limbs, bulbous black eyes atop a conical head, and a gray integument that grows in rolls around the creature's skeleton and tends to slough away (producing the musty odor). I'm not doing a Monster Manual bit. The point is that if you look at film of a wolf spider you will see the same beady, baleful gaze and the same eerie stalking motion of the limbs - but Barker, working on a widespread uneasiness to create a frisson in his fantasy world, would never do anything so obvious as simply using giant spiders. The cinnamon smell and the chiming just make sure you're primed for the visceral shock when it comes. This is not mere ‘games mastering', this is direction.

There is a dizzying array of Tekumel products. They're comprehensive, certainly, but the sheer range of choice leaves any outsider wondering where to begin. I’ll just run quickly through the main items and then give my own recommended reading list. Empire of the Petal Throne is the original game. It gives a complete overview of Tekumel (enough to get a campaign up and running) and is consequently quite a good taster. But it’s essentially a D&D variant with emphasis skewed towards dungeon-bashy adventure. For the real thing, you need Swords & Glory: The Tekumel Sourcebook. This is the one with just about everything about the world (including maps), but it has no rules material at all so you miss out on the distinctive Tekumelani magic items such as the Little House of Tranquil Dwelling, the Eye of Joyful Sitting Amongst Friends, the Eye of Triumphant Passage Through Infernos, the Excellent Travelling Volume, etc. etc ...

Swords & Glory: Players' Handbook contains Prof Barker's own rules: quite a complicated system (Barker himself says it's a mix 'n' match selection - he doesn't expect anyone to use everything) but even if you’re going to use another system you must get this book eventually if you want Barker's rules for status, skills, clans and temple promotion (and the tree-branch magic system).

Deeds of the Ever-Glorious gives histories for the eighty-five legions of Tsolyanu, and in doing so builds a picture of the last twenty centuries of Tsolyani civilization. The Book of Ebon Bindings describes some of the demons, or minor deities, of Tekumel. You could work a magic system directly from this, and hundreds of anecdotes make it a great read.

There are two scenario packs – The Tomb Complex of Nereshanbo and A Jakallan Intrigue. Neither of these are by Barker himself, and are not really worth the effort of seeking out. The first is routine and the second, while not without its ingenious touches, is the sort of thing I would expect to handle without any prepared material. The Tsolyani Language comes in two volumes – yes we're into fanatic territory here; only one person I know can read and speak Tsolyani.

Where to start, then? Simplest and most straightforward is the GOO book Tekumel. This has a simple, elegant game system and a comprehensive description of the world, thanks in large part to Patrick Brady, with all the history, mythology and culture you need to run a campaign. As a game Tekumel didn’t get much support, but to be honest the sort of person who is going to enjoy running a Tekumel campaign is probably capable of cooking up their own scenarios and won’t rely on published supplements. Indeed, it’s hard to see how published adventures would be of much use to a good Tekumel campaign, as events should flow so seamlessly from the lives of the specific characters that you never do just plonk down an adventure and expect them to get on with it. Instead, it is the players who tell the referee what they want to do. As it really should be in all roleplaying.

“What kind of a world, then is Tekumel? Socially and culturally, Tekumel is as complex—and as alien to modern thinking—as Byzantium, ancient Egypt, Tenochtitlan, or the India of the Mughals.” – Professor M A R Barker

This is a slightly modified version of a feature I wrote for Imazine #17 (summer 1987). The illustrations are by John Goodier from Deeds of the Ever Glorious.

Wednesday, 17 November 2010

Creepy crawlies

This scenario (“for Basic Dungeons and Dragons 1st-2nd level characters”) was written by Oliver Johnson and originally appeared in White Dwarf #55 in July 1984. In a way this is its first publication, though, because – well, you see that dark blue-green colour on the map? That was printed behind the text. I don’t imagine one person in ten was able to read it.

Dragon Warriors players will soon spot that I borrowed the culture of the local hunter-gatherers for the “Mungoda Gold” scenario in DW Book Six. I don’t think Oliver ever noticed. There's nothing else especially notable about it - I'm just putting it up here for curiosity value, really - although Oliver's flavour text is always a cut above.

We never played D&D, but it was pretty common for me and/or Oliver to knock off a quick scenario to order for the editor of White Dwarf at that time, who was none other than our old mucker Jamie Thomson. This was probably conceived and written in about two days, and I'm willing to bet that if Oliver playtested it at all it would have been with RuneQuest rules. As I scanned it I was planning to convert the scenario to something else for posting here – but what? Dragon Warriors? RuneQuest? Fie upon it; here it is just as it was written 26 years ago. Make of it what you will!


SPIDERBITEBy Oliver Johnson
DUNGEON MASTER ONLY
This scenario should be virtually read out to the players as it is. Those portions of text that are labelled DM, however, should not be read out and are for your eyes only. The scenario is presented initially for AD&D. The Basic D&D equivalents of AD&D are given in brackets, where necessary. Other information is clearly labelled for Basic.

PLAYERS' INTRODUCTION
You have been employed by Gorling Grislgum, an ageing cleric, to explore an ancient tomb complex located somewhere in the tropical forests to the south of your country. For days your ship has been sailing up the Mosquito River. You passed the last mark of civilisation a week ago, a settlement 200 miles downriver. The jungle on either side of the shimmering river is unnaturally quiet, save for the occasional squawk of a brightly hued parrot or the tortured cries of monkeys. Sometimes at night a ghastly howl will break through the gloom and continue its sad ululation for minutes on end. The river-folk believe these to be the songs of departed souls, but Gorling maintains that they are merely the cries of a sloth.

One morning, you see, set into a thinly wooded basalt knoll protruding from the jungle, a creeper-entwined head staring sightlessly out over the trackless expanse of green.

Gorling comes out on deck. "The head," he tells you, “is a representation of Krakata, who ruled a jungle kingdom here centuries ago. According to legend, his final command was that his head should be carved in rock over the lair of a giant spider. This spider, weaving a cocoon around the king's body, would keep it sleeping until he should one day return to rally his people in times of trouble.

“I think we can discount this legend. All that remains of that jungle civilisation today is a small tribe of savage cannibals who worship the spider-god Hlo-hlo as their totem deity. Like many degenerate peoples, they have woven a tangled web of superstition and folklore that harkens back to former, greater days. However, since the natives of the region believe that Krakata sleeps within the tomb and will one day emerge in all his regal finery, they are extremely hostile towards any strangers. Consequently we must be circumspect.”

The ship is left anchored in midstream with a small crew while Gorling and yourselves row to the bank and disembark on what appear to be the lichen stained stones of an old wharf. The jungle is a thick green curtain in front of you. Every step forward is impeded by choking creepers and the thick boles of trees. You cannot now see the monolith because of the canopy of foliage overhead, but an old track leads in the general direction you wish to go. Gloriously coloured parrots flutter about through shafts of sunlight above you. You can almost believe they mock you with their cries as you set out. The old trail is marked every few yards by weather-worn, moss covered idols on either side.

Gorling Grislgum
5th level Cleric; AC6; HP18; Alignment: Lawful Neutral. Str: 8; Int: 13; Wis: 13; Con: 6; Dex: 8; Cha: 13. Spells: 1st: Bless; cure light wounds x2; sanctuary. 2nd: Hold person; slow poison; spiritual hammer. 3rd: Prayer.
Equipment: Studded leather, shield, hammer, holy symbol, material components, potion of healing.

Gorling might have advanced further in his Temple, but he has always been more interested in his academic pursuits (history, archaeology, etc) than in the rituals and tenets of his faith. He is physically not a brave man, and prefers to leave the business of melee to his hirelings (the PCs) while he assists with his magic. Although many think him just a bumbling, absent-minded old duffer, he actually possesses a shrewd intelligence and tremendous moral courage.
Jungle Encounter Table(roll d20)
1-5: Natives (1-6 kasha + 0-2 ushok, see later)
6: Snake (constrictor [rock python], poisonous [pitviper or spitting [cobra])
7: 1-4 jungle stirges
8-9: 1-4 giant ticks (robberflies)
10: Giant lizard
11-13: 2-8 large spiders
14: Wild boar
15-18: Non-harmful/nuisance encounter (monkeys, parrots brightly patterned dragonflies, etc)
19: Jaguar (tiger)
20: Couatl (sabre-toothed tiger)
The chance of an encounter is usually 25%; check every twenty minutes.


DM: Roll once on the random encounter table for the party's journey to the monolith. This will take them almost an hour of enervating slog in the drenching jungle heat. Any character stepping from the ancient track has a chance (85%; check every 10 feet he moves from the track) of sinking in quicksand. Roll d8 for any character who wanders into quicksand: 1-5, sinks knee deep; 6-7, waist deep; 8, up to the character's chest. A trapped character will sink at 2 feet per round unless thrown a rope. It will take a single character 1-6 segments to pull a sinking colleague to safety.

Any character sinking in quicksand will be attacked by 1-3 giant leeches of the 1 hit dice variety [MM Basic: treat as lowest dice stirge]. The character will not be aware of this until, and if, the leeches wound him and he starts to lose blood. This will then lead to a further, greater threat when the character extricates himself from the quicksand, for the smell of fresh blood will entice down jungle stirges from the upper branches where they bask in the sun. Jungle stirges are treated in most respects as normal stirges except for their appearance – they are noxious, ragged beings with mem¬branous batwings, tinted green by the lichen which clumps their fur.

The path is dotted with mantraps, of which there are three kinds (roll d6):
1-2: 6' pit with wooden stakes atthe bottom; a character will take d6 damage from the fall and d4 from each stake that hits him according to armour class:



AC 10-8: three stakes
AC 7-5: two stakes
AC 4-3: one stake
AC 2: no stakes
3-4: 10' pit with 2-8 vipers at the bottom; a character will take d6 damage f rom the fall itself.
5-6: Snare–a trapped character will be caught by the foot and whipped up to the top of a tree. His comrades will take 1-6 rounds to get him down, during which time he has a 70% chance per round of attracting the attention of 5 jungle stirges unless he specifically states that he is not struggling in the snare.

There is a 25% chance of the character at the front of the party stepping into a trap for every ten minutes they proceed along the track. Once thus warned, the chance of setting off further traps is only 10% every ten minutes.

Finally you reach the edge of a clearing about 35 yards across. The sheer cliffs of the knoll rise up before you on the other side of the clearing. The crudely carved face seems massive at this proximity; the eye slits 80' above the ground appear to be small caves etched into the limestone. It is covered by a thick drapery of creepers. Across the clearing you can see a rough stone altar, and beyond that a large boulder daubed with curious red and mauve glyphs. This apparently blocks a cave entrance. This cave entrance seems to correspond to the mouth of the monolithic stone head.

DM: If the characters enter the clearing without looking around first, they will be attacked by the native guards (who will have surprise) left to watch over this sacred place. If the characters think to investigate the perimeter of the clearing before stepping from the cover of the undergrowth, they will have a normal surprise chance on the native guards.

The group of native guards consists of seven kasha and one ushok (see Natives, later), standing guard in pairs around the clearing -
ushok: AC7; HP8; first level; Move: 12"; No of attacks: 1; Damage: 1-6. (Morale: 9.)
kasha: AC8; HP1, 3,2,6,4,2,2; 0th level; Move: 12"; No of attacks: 1; Damage: 1-6 (club) or 1-3 + poison (dart). (Morale: 7.)


ENCOUNTERS

1: Pit Trap
DM: There is a deep pit covered by thin rush matting behind the altar stone. Anyone running (eg fleeing from the fight with the natives) towards the blocked cave mouth will automatically plunge into this pit–although by rolling dexterity or less on 2d10 they can seize hold of the creepers around the pit’s edge and then drag themselves out again. If a character falls, refer to 10. If the characters are not fleeing from combat they will easily spot the trap and can give the pit a wide berth.
2a: Boulder
The boulder blocking the king's mouth is carved with native glyphs which have been painted in with sticky coloured dyes.

DM: If Gorling is still alive he will be able to provide a halting translation of the glyphs –“Angry ... something… of ancestors ... wait within Krakata's mouth. This glyph daubed in purple is the one corresponding to Krakata's name, by the way.”
A total of 40 strength points is required to roll the boulder aside. The red paint is in fact some vile bacterial culture prepared from the body fluids of jungle stirges. There is a 40% chance if the characters moving the boulder don't take precautions (and a 25% chance if they do) that they will contract a connective tissue disorder which will begin to show after 4-5 days.

(If the boulder is rolled aside:) You are terrified by a loud wailing that issues from the cave mouth. This is followed by the flitting white spectral forms of ancestral spirits racing towards you out of the darkness.

DM: The characters must save vs fear as if cast by a 6th level MU (save vs magic or flee for 6 rounds); this saving throw is at +5, but even if the save is made the effects are equivalent to a scare spell: fall into a fit of trembling – if forced to, will fight at -1. If any characters turn and flee, don't forget the pit immediately behind them – they will forget all about this in their terror. If any characters run into the jungle don't forget that they may blunder into traps, quicksand or random encounters!

The ancestral spirits pose no further threat – once out into the daylight they will flit over the treetops, dissipating with a thin, faint howl as they make their way to their place on the Outer Planes.

2b: Entrance Tunnel
A cavern leads from the mouth into the monolithic head. Primitive paintings of hunting and battle scenes adorn the walls.

DM: If the boulder (2a) is still in place – that is, if the characters are returning by this route after entering the complex via the pit trap (1) –then the spirits will still be trapped here. A swarm of wailing, white figures will surround the party like moths around a light; saving throws must be made as detailed in 2a. However, the spirits do no physical damage, yearning only for egress that they might depart to their ancestral hunting grounds. Panicked characters will thus be pursued down the tunnel to the boulder and harassed by the spirits until they have pushed it aside. These spirits cannot be turned by a cleric because of their fanatical centuries-long desire to escape from this place.

3: Pool ChamberThere is a pool in the centre of this large limestone cavern. The liquid appears to be clear, fresh water.

DM: Anyone remaining within 10 feet of the pool for more than a minute will be subject to a sleep spell (saving throw vs spells allowed). Whether the players fall asleep or not, the surface of the pool will start to come to life and begin to creep and ooze towards any slumbering characters, even¬tually enveloping them completely unless they are woken or moved by their colleagues. It is in fact a giant amoeba.
Amoeba: (for AD&D & Basic) AC9; HP14; HD3; Move: 4"; No of attacks: 1; Its touch acts an acid causing 2-8 points of damage. (Morale: 11.) Because of its amorphous form the amoeba will only take half damage from edged/pointed weapons.

(Once the 'liquid' has left the pool:) A stone urn is now visible on the dry bed of the pool. You can just make out some¬thing brown and shiny inside the urn.

DM: Within the stone urn is a brown onyx amulet in the shape of a squatting demon. The amulet functions as a Scarab of Protection. (Basic D&D: treat as a Ring of Protection.)

4: Ways Up and Down
There is a hole in the ceiling of the tunnel. A piece of rope, made of loosely plaited creepers, leads up into the darkness. A set of steps, hewn from the rock and cluttered with rubble, leads down to the north.

DM: The rope is quite safe if used by no more than one person at a time.

5: Charnel Chamber
You thrust a torch into the room as you climb up. Even before you have seen anything, you notice the horrible stench. The room is littered with gory, half eaten remnants of a savage feast. In the guttering torchlight you see a rough stairway on the far wall; a glimmer of daylight filters through from above!

DM: As the characters climb up in turn, there is a 30% cumulative chance per round that the bull ape sleeping behind a slab of rock to the north will awaken and attack. It will automatically surprise the party as it charges out, bellowing insanely.
Ape: (for Basic&AD&D) AC7; HP9; HD1 + 1; Move: 9"; No of attacks: 3; Damage: 1-3/1-3/1-4. (Morale: 9.)
If the fight goes on for more than 3 rounds then the rest of the ape tribe in 6 will hear the noise and descend the steps from their lair to join in.


6: Ape Lair
Sunlight streams in through shafts leading to the colossal head's eyes. On a granite block in the centre of the room lies a large golden facemask studded with shards of coloured volcanic glass. The sunlight falling on this throws extraordinary patterns of scintillating colour on the limestone walls.

DM: This is the lair of the apes, and if they have not already descended to battle the party they will be encountered here.
Apes: (Basic&AD&D) AC7; HP5,5,4,6,3; HD1 + 1; Move: 9"; No of attacks: 3; Damage: 1-3/1-3/1-4. (Morale: 7.)


The face mask was part of the royal regalia of Krakata. It is an object much venerated by the apes, who will fight to the death to retain it. The mask is worth about 200gps in a purely financial sense, but it may cost the characters their lives if left behind (see Getting Out Alive, below). Because of its size and shape, it has an effective encumbrance value of 45 (equivalent to 450gps weight).

If the characters leave by means of the eye slits then the climb to the ground is an easy one because of the vines covering the monolith's face.

7: Krakata's Treasure
The room is strewn with earthenware urns, tribal artefacts, animal-skin shields and barbed spears of superior workmanship to those used by the natives outside.

DM: The guardian of this treasure is a Necrophidius (Fiend Folio):
AC2; HP8; HD2; Move: 9"; No of attacks: 1; Damage: 1-8 + paralysis.
For Basic D&D, the guardian is a crystal living statue(see the rulebook for further information), set here when the monolithic head was built:
AC4; HP10; HD3; Move: 10"; No of Attacks: 1-6/1-6. (Morale: 11; immune to sleep.)

The main treasure can be found within the urns, and consists of the following:
(i) A bone wand which, when waved over a surface or between two objects, will cause a layer of cobwebs to appear magically. These webs are only as strong as a normal cobweb – they will not entrap a being (except for flies, of course). The usefulness of the item to the characters will lie in its trickery value – to deceive an enemy into thinking that a certain chest had not been opened for years, perhaps, or in covering an archway so that pursuers didn't think anyone had passed through it.
(ii) A jade bust. There is a bowl-shaped depression in the plinth of this artefact, and if a character allows 1 hp worth of his blood to fall into the bowl, the bust will open its lips and speak cryptically of future events in a manner equivalent to an augury. The device will work each time it is given blood, up to a maximum of three times a day.
(iii) Numerous items of jewellery worth some 15,000 silver pieces.


8: The Web of Hlo-hloA frieze of cured animal skins is stretched across the northern end of this vast subterranean cavern, which accommodates a thick-stranded web of stupendous proportions. The upper moorings of the web are invisible in the darkness, but you are able to see some of the pale objects caught in it. To your horror you realize they are human bones. Enshrouded in a cocoon at the centre of the web, some 30 feet above you, is what appears to be a purple bundle. Gold gleams dimly from it in the torchlight.

DM: The “bundle” is in fact the mummified body of King Krakata, protected by the giant spider Hlo-hlo which has for centuries been worshipped as a god. The purple shroud in which Krakata is wrapped is the other item the characters will probably need in order to survive [see Getting Out Alive]. The gold ornaments on his body are worth 120gps.

To dislodge the body, one or more characters will need to climb up into the web. Anyone but a thief or assassin has a 10% chance per round of climbing of becoming enmeshed in the web, and will then need 2-10 rounds to cut or burn the strands away. Perhaps surprisingly, a character under spider climb (AD&D only) cannot become enmeshed.

As soon as anyone touches the web – it is next to impossible to cross the floor of this chamber without doing so–the spider will edge down from an upper recess, scuttle across the web and drop onto anyone climbing it. Allow 3 rounds before anyone notes its presence.
Hlo-hlo the Spider: AC4; HP14; HD4+4; Move: 3" (12" in web); No of attacks: 1; Damage: 2-8. (Morale: 10.)


9: Spider's Eggs
The air here is warm, damp and stifling. There is a cluster of pale, translucent spheres lying together on the ground. Bringing your torches close to one, you can make out a squirming spidery form within.

10: Bones
DM: Unless characters have climbed down using the creepers or else come here from 9, they will have fallen 30 feet and thus taken 3d6 falling damage. This is reduced by 1d6 if the falling character lands on the neat pile of human bones stacked at the bottom of the shaft (85% chance of this), as the bones will break his fall. Some ceremonial robes and necklaces on the skeletons seem to suggest that these people have been the victims of some kind of ritual sacrifice to the 'god' Hlo-hlo.

Getting Out Alive (For the DM only)By the time the party come to leave Krakata's tomb complex, the rest of the native tribe will have learned of their presence – either directly from surviving guards or by discovering the slaughtered bodies around the monolith. A large force will come to deal with any who manage to survive the tomb and consist of the witchdoctor, eight ushok and twenty kasha:
Shaman: 7th level cleric with some MU spells; AC7; HP14; Alignment: Neutral; fights as a 2nd level owing to age and consequent infirmity.
Spells: 1st: Cause/cure light wounds; spider climb; cause/ remove fear. 2nd: Web; hold person; silence 15'radius. 3rd: Speak with dead; cause/cure disease. 4th: Poison/ neutralize poison.
For Basic D&D, the shaman is a 6th level magic-user/ cleric, other stats as AD&D. His spells are: 1st level: Cause/ cure light wounds; cause/remove fear. 2nd level: Web, hold person, silence 15' radius, levitate. 3rd level:
Dispel magic.
8 ushok warriors (for Basic & AD&D)
AC 8; HP 7,7,8,9,7,7,7,8; 2nd level; Move 12"; No of attacks: 1; Damage: 1-8 obsidian club. (Morale 9.)

20 kasha warriors (Basic & AD&D)
AC 8; HP 6,3,3,1,6,2,1,4,3,3,4,1,6,2,3,5,2,2,5,5; 0th level; Move: 12"; No of attacks: 1; Damage: 1-6 (club) or 1-3 plus poison (dart). (Morale: 7.)


This probably looks like the end of the party but there is an easy way out, if the characters recall what Gorling told them about Krakata's prophesied return from the dead. By donning the purple robe and golden facemask, a character can step out of the monolith and simply by gesturing can cause the natives to prostrate themselves in adoration. It will be simple then for the party to walk past the natives, who wait patiently to hear the commanding voice of their revenant king, and hurriedly return to the ship. Using this stratagem to escape should be worth at least as much as actually overcoming all the natives in a straight fight– half of the experience going to the character(s) who had the idea in the first place, and the other half going to the single individual who has the courage to actually go out and try it.

After returning to civilisation, Gorling (if alive) will establish the intrinsic value of all items and artefacts brought out of Krakata's tomb and pay the surviving characters 10% of this amount to divide between them, as a bonus for the danger they encountered. This will be in addition to the regular amount he is paying them, of course. If Gorling is dead, the division of spoils is up to them, though they will have to pay the sailors if they wish to return home.

Native warriors

Most of the warriors of the tribe are 0th level, primarily hunters whose favoured weapons are clubs and dart javelins. (Against human opponents they will coat these darts with an aromatic resin; anyone struck by the dart will have to save against poison at +3 (Basic: +6) or lose 4hp per round until they are either dead or else saved by a neutralize poison spell.) They are called in their own tongue kasha.

The special champions, or ushok, of the tribe are fighters of 1st level or higher. They are specialised warriors of the tribe in its dealings (ie battles) with outsiders. They disdain the use of missile weapons and the trapping skills which the hunter-warriors develop, preferring to fight their enemies at close hand with poison-tipped spear or shield and obsidian-edged club. Ushok are readily distinguished from the lower-status kasha by their hair (which they wear plaited into eight thick strands which hand down to their shoulders), the spidereye war paint design and the russet, furry cloaks which are designed to spread out into eight sections when the ushok is leaping and running through the jungle towards his prey.

Special note: The poisoned darts used by the kasha are quite effective at a distance (as in clearings, from boats, etc) but are almost useless in thick undergrowth. The close proximity of the trees makes it difficult to get a clear shot in. Apply a “to hit” penalty of -3 at medium and -7 at long ranges. A clever party will realize this and use it to tactical advantage.

Saturday, 13 November 2010

Fabled Lands in print and on iPad

New news! And today we have two items worth running up to the roof and shouting about. First, I heard from our printers that the files for Fabled Lands books 1-4 have been passed. Even now, proof copies are on their way to the Fabled Lands offices. Barring any unforeseen disasters, that means we are on course to have those books on sale by December 1st.

Second, I've just been told by Mikael Louys, indefatigable boss of Megara Entertainment, that the Fabled Lands iPad site is now live. There's plenty of incredible artwork, maps and other stuff to delight any FL fan, whether you've got an iPad or not. So why are you still here? Go feast your eyes on the goodies Mikael and his team have laid out for you.

Thursday, 11 November 2010

Struck by lightning

Here are the rest of Robert Dale's Celtic mythos Rune spells, originally published in White Dwarf magazine back in the mid-'80s around the time that Dragon Warriors first came out. I'm sure that RuneQuest has gone through several iterations since then, but it should be fairly easy to intuit how to convert them.

(Oh, and yes, I do know that the Fimbulwinter is Norse, not Celtic - and I'm very sure that Robert knows it too. It's just that the Norse word is so evocative. But can anyone provide us with a Celtic equivalent of "the Dreadful Winter"?)

THE BREATH OF LLYR
Range: 160m
Non-stackable
Duration: 15minutes
Reuseable
Cost: 2 POW
This spell raises a dense mist which reduces visibility to only two metres. The volume of effect may be approximated as a disc 25m across and 5m high. Strange shapes are to be glimpsed through the mist, and these may lure a character from his path, cause him to unleash an arrow or spell in alarm, etc. The mist can either be conjured to appear at a particular spot remaining there until it disperses or is dispelled - or it can be cast upon an individual. In the former case, it provides ideal cover for a retreat. In the latter, the target's POW must be overcome in the usual way. The mist will then centre itself upon him and follow his movements (which are likely to become somewhat random). Note that a fierce gale, such as that provided by a sylph, is ineffective in dispersing the breath of Llyr; dispel magic 4 is required.

BALOR'S EYE
Range: (self)
Non-stackable
Duration: 15 minutes
Reuseable
Cost: 2 POW
The caster of this spell is touched by the spirit of the Fomori lord, Balor. His left eye shines with a baleful blue-white glare. Anyone meleeing the character must make a luck roll each round to avoid meeting the awful gaze of this eye, If the luck roll fails then the victim is subject to a fearshock attack (the spell-caster's POW is matched against the victim's CON).

Balor's eye has some disadvantages to the caster. First, he temporarily loses his sight in the affected eye. Deprived of binocular vision, he subtracts 10% from Attack in melee, 25% from Parry and 10% from Defence (if any). Attack chances with missile weapons are halved. For each victim slain as a result of the fearshock, the caster must sacrifice 2d6 points of battle magic POW to Balor immediately. Each time this spell is used, there is a 1% chance that the caster will acquire a Chaotic (20%) or a Reverse Chaos (80%) feature.

THE KEY OF ANNWN
Range: 160m
Non-stackable
Duration: 15 minutes
Reuseable
Cost: 2 POW

With this spell, the caster can gain control over a creature of the undead. Vampires, however, are immune. If the caster overcomes the POW of the undead being then it becomes his slave for the spell's duration. All orders will be obeyed - even a command for the creature to destroy itself. When the spell wears off (or is dispelled), the being loses all volition and reverts to a state of true death. The key of Annwn cannot be used in conjunction with extension.

THE CAULDRON OF ANNWN
Range: touch
Non-stackable
Duration: permanent
Reuseable
Cost: 3 POW

This spell restores life and spirit to a character who died by wounds or poison. The body must be placed in pure spring water and sprinkled with dried apple blossom. Every five minutes for one hour, the caster expends 1 point of battle magic POW to sustain the ritual. If the spell is interrupted before completion, the ritual is aborted and no second attempt can ever be made to restore that character.

A character resurrected by this spell will arise exhausted and in need of rest, but with all his abilities fully restored. The spell will not, however, recall a character who has been dead for more than seven days. Those in the land of the dead quickly forget their past existence and after a certain time cannot be persuaded to take mortality upon themselves once again.

NUADA'S HAND
Range: 2m
Non-stackable
Duration: 15minutes
Reuseable
Cost: 3 POW
A shining silver hand wielding a magni¬ficent longsword appears in the air beside the caster. It will continue to hover within 2m of him and fight his enemies until the spell expires. The hand Attacks and Parries at 90%, strikes for 1d6+6 and has a Defence of 35%. The hand and sword show no outward sign of damage when struck, but any blows upon them (count hand and blade as one entity) are rolled for as normal, and when a total of 40 hit points have been sustained it vanishes.It will also be banished by a dispel magic 4, of course. Other spells (including bladesharp, invisibility, dullblade, etc) have no effect on it.

FIMBULWINTER
Range: 5m
Non-stackable
Duration: 2 minutes
Reuseable
Cost: 1 POW
This spell can be used in either of two ways: as an instantaneous attack, or as a passive enchantment of 10 rounds’ duration. The attack mode of the spell projects a wave of intense cold towards the victim. The caster matches his POW against the victim's CON on the Resistance Table. If the attack is successful, the victim loses 2d6 from his CON. CON points lost in this way recover at the rate of 1 point per hour. The chance of a successful POW attack is reduced by 10% if the victim is wearing leather armour/padding or warm clothes, and by 5% for metal armour.

In its passive form, the spell encloses the caster in a 2m zone of icy coldness to which he is immune. This can be detected by the appearance of frost on the ground, water vapour on the air as the caster breathes out, and so on. Anyone entering the zone is subject to a POW vs CON attack as detailed above, except that the damage to CON in this case is only 2 points. A character continues to be subject to this 'chillshock' attack every round that he lingers in the zone. The projection value of lagging is negated after 2 melee rounds.

KARACH
Range: touch
Non-stackable
Duration: instantaneous
Reuseable
Cost: 3 POW
A soulless duplicate of a person known to the caster can be created. Before a semblance of life can be breathed into the Karach, a simulacrum of the individual in question must be fashioned using Illusion magic. This will require a frame spell, motion (and harmonize), 1 point of sight for every 3 SIZ and 1 point of substance for every 1 SIZ. Sound may optionally be used, though even then the Karach will only be able to snarl, hiss and produce other meaningless noises. After all this, the karach spell itself is cast onto the illusionary being. A real and permanent twin of the original is then created. This duplicate, the Karach, has the physical characteristics and Manipulation (including Combat), Perception and Stealth skills of the person it resembles. It has no volition, and will simply obey its creator's commands without question. Also, because it has no POW, it cannot use or be affected by magic.

To create a Karach, one must acquire some item often used or worn by the original - a sword, perhaps, or a favourite robe. A character can sacrifice for this spell only once in his life, for reasons divine rather than rational.

Monday, 8 November 2010

Of oak and ash and mistletoe

Robert Dale, the creator of Brymstone, drew on Celtic myth to devise these spells, which originally appeared in White Dwarf magazine in mid-1980s. I was going to convert them from RuneQuest - but to what? I'm sure roleplayers will have no difficulty making the spells fit whatever rules they are using. All the spells listed below are non-stackable and reusable.

JACK-IN-THE-GREEN
Range: 60m
Duration: 15 minutes
Cost: 3 POW

This spell evokes a nature spirit to fight for the caster. The Jack-in-the-Green appears as a tapering column of leaves and twigs about 2m in height, which glides and rolls along the ground. It attacks by engulfing its victim and engaging in spirit combat at the same time as it rends, tears and strangles. The latter attacks will cause the victim 1-6 1d6 wounds each round, with armour protecting only if he makes his luck roll. Being engulfed means that the victim cannot effectively wield any weapon larger than a dagger. Neither, however, does he need to direct any attention to fighting the Jack – he can damage its body with his dagger every round, even while fighting back on the spirit plane.

JACK-IN-THE-GREEN
INT: 2d6
POW: 3d6+4
Hit Points: 2d6+10
Movement Class: 12
Destroying the Jack physically will drive it off. If its POW is reduced to 0 it is gone for ever. It can be dispelled with dismiss elemental. The Jack's spirit attack is always to destroy. If it slays its victim physically, it will continue to hold his spirit in combat so that it can destroy him utterly. After destroying a victim in this way, it returns to the earth from which it came.

THE BIRDS OF RHIANNON
Range: 30m
Duration: 15 minutes
Cost: 2 POW
The caster conjures up images of the magical birds of Rhiannon, whose sight and song is so beautiful that any being glimpsing them will stand entranced until the spell fades. Affected beings will not even defend themselves if attacked. A character must roll POWx5 or lesson d100 to be looking elsewhere when the spell is first cast. If the characters do manage to avoid glimpsing the birds they must then keep their eyes closed. If they don't do this, they must make the POWx5 roil each subsequent round. Once a victim has glanced at the birds, he is subject to a POW attack (using the caster's POW at the time the birds were evoked) to see if he becomes entranced. The caster himself cannot see the birds, and so is immune to their charms.

THE HOWL OF OSSAR
Range: 200m
Duration: instantaneous
Cost: 3 POW

Any creature hearing the howl is subject to a POW attack. If the caster wins, the creature runs in stark terror for two minutes (in a random direction) and is demoralized for a further three minutes. (Ossar is the chieftain of the hounds of the Wild Hunt, and his howl is said to presage death for those who hear it.)

CORPSE CANDLES
Range: 0.5m
Duration: 45 minutes
Cost: 1 POW
This spell creates a ball of vaporous light which hovers above the caster's head. The light radiating from this source creates a twilit zone 15m in radius. The spell gains its name from the pallid look this light gives to those illuminated by it. (Note that if the caster later becomes invisible, the light will continue to pinpoint his location.)

THE CHARIOT OF THE MORRIGAN
Range: touch
Duration 15 minutes
Cost: 2 POW

The caster is lifted by the winds and flown where he wishes with the speed of the north wind (here arbitrarily defined as 100km/hour). The spell can be reversed to affect someone else – if the caster overcomes his victim's POW, he can fling him where he wills. The spell cannot be used to fly more than one person at a time.

HEROLIGHT
Range: 10m
Duration: 5 minutes
Cost: 1 POW

This spell confers the powers of the heroes of old, transforming the recipient into a raging berserker. Attack chances are doubled, STR increases to species maximum, CON is raised by half again (as from vigour), and 2 is subtracted from Strike Rank. However, the character cannot parry, cast defensive spells or use his Defence; his concentration is solely on attacking. While the spell is in effect, the character will be surrounded by a glowing, crackling aura, and anyone fighting him must roll POWx10 or less on d100 or become demoralized. (Note: this spell should not be extended. If it is, the character’s body will start to warp, costing him 1-6 points from APP. He will also lose his or her mind and remain berserk even after the herolight spell has faded. Treat the character as fanatical and unable to distinguish friend from foe.)

PWYLL'S CHALICE
Range: touch
Duration: 15 minutes
Cost: 1 POW

The user of this spell can detect truth from falsehood in written material - a page which contains falsehood will be seen by the caster to have tiny demons swarming on it. It should be remembered, however, that there is little in the world that does not contain some element of falsehood, so the spell will only detect relative truth from relative untruth.

THE SPEAR OF LLWCH
Range: 110m
Duration: 1 Melee Round
Cost: 1 POW

This spell doubles the recipient's attack chance and damage with a spear for a single throw. The spell is not compatible with multimissile or fire-arrow. It is compatible with speedart but the speedart bonuses are added after making the adjustments for this spell. (Llwch was said to possess a spear which never missed and always killed its target.)

READ THE LEAVES
Range: touch
Duration: 15 minutes
Cost: 1 POW

The caster of this spell can examine some possible future paths and identify potential crises by examining the cast of a dozen dried hazel leaves. Like divination, the information is not always accurate or of obvious clarity. The ritual is rather like consulting the I Ching, and practice does make perfect. (Note: This spell will never provide false information, it merely answers the question ambiguously. In the case of non-player characters, you could simply roll INTx5 to see if the character makes proper sense of the signs. Players must actually decipher the clues and riddles you give them. The information provided is at your discretion, but it should be worth the expenditure of a POW point.)

THE CAST OF FEATURES
Range: touch
Duration: instantaneous
Cost: 1 POW
To use this spell, a character must possess a representation of a human head carved half-size in elder wood. This is the focus through which the spell's power explodes into our world. The caster must first activate the spell while holding the head, then throw the head at his intended victims. The head then explodes, and each being within 2m of it will take 1-3 2d8 wounds, with armour protecting as normal. The carved head is destroyed by the explosion, so a new one must then be prepared – a process which takes some four days. A character can possess only one such head at any given time. (It will be useful to consult the throwing rules in the RuneQuest rulebook. Note that a fumble when the caster is throwing the head means that it explodes in his hands.)

Saturday, 6 November 2010

Fabled Lands covers

I'm up to my eyeballs in PDF formats and preflight checks for print compliance, but there's just time to bob up to the surface and let you have a sneak peek at the first four covers. The layouts are by Leo Hartas, my Mirabilis co-creator and longtime friend and collaborator - check us out on DriveThruComics. On the FL books, page count is coming in around 240 pages per book and we are still on course for a December release, at least for these first four books. With luck they should be available to preorder on Amazon pretty soon.

Thursday, 4 November 2010

Creating a character who can surprise you

As a lead-in to a run of Empire of the Petal Throne scenarios and features we have coming up, here is an abridged version of an article by Tim Harford that originally appeared in the Oxford University RPG Society newsletter. The subject under discussion is the choice between Design At Start or Develop in Play for player-characters. The prelude game that Tim refers to, based on my Falesa island campaign setting, was achieved by having the players actually run through their own experiences during the 25 years of recent history described in the campaign notes. You can read Tim's whole article here.

The Generation Game
by Tim Harford

After years as a referee, I’m getting involved as a player in two major campaigns. The tortuous births of Baron Alexei Alexandrovich Karenin and, on the other hand, the Energetic and Modest Kotáru hiShathirin have been with me throughout the writing of this article. The experience has highlighted the choice between character generation (largely random) and character design.

Generation - Kotáru hiShathirin

Kotaru was "rolled up" for the world of Tekumel. A central plank of the character generation system is a D&D-like process of simply rolling attributes.

It’s easy to knock holes in the random design system. It’s not "fair". It’s not "logical". In defense of randomization, a few throws of the dice by Lady Fate do a lot to thwart the forces of cliché. Kotáru has Cleverness* 20 and Reasoning 3 - an absolute academic failure with a brilliant scheming mind! We lack literary models for this, and a good thing too. In Kotáru’s case, this is a stimulating challenge for me.

Another advantage of the generation system is that I was able to produce Kotáru from scratch in about ten minutes, knowing nothing about the Tirikelu system.

Design - Alexei Karenin

The Baron Alexei Alexandrovich Karenin was designed for a game of Traveler using GURPS. GURPS has a full-on design system: attributes, training, status, appearance and contacts all have a price, with a budget set by the referee.

Now, it’s all very well putting detailed design rules in, but one of the reasons it had been so long since I’d designed a character in GURPS was that I simply didn’t have the energy - I’d let whoever was refereeing do it for me. Now, with both a campaign and a character I could really get excited about, I’d been looking forward to designing Karenin.

Karenin took me eight hours to design - and this given ten years’ familiarity with the system and a very clear character conception to work from. But that wasn’t the only problem.

In fact, the firm preconception I had was itself a real obstacle. The aim of character design systems is to allow you to design exactly the character you want, within reason. But this only works if the character fits the system. Superficially, GURPS allows anything. In fact, there’s an envelope of efficient designs which, while broad, excludes many perfectly reasonable character concepts.

The GURPS point system pretty much requires that you choose particular complementary abilities. We see a lot of sneaky, acrobatic warrior types, because if you buy high Dexterity to boost your combat skills, you might as well spend a few coppers to become an all round Olympic gymnast. You can get a similarly fearsome bruiser by making him strong and tough, but the fringe benefits of being able to shadow people, escape from handcuffs, cheat at cards and ride horses just don’t come packaged in. Shame.

We also see wizards, engineers or net-runners who also happen to be splendid tacticians, diplomats or doctors. As I say, it’s a broad envelope but there are plenty of perfectly fair designs that just don’t fit.

The GURPS points costs, then, aren’t well conceived. But is there a more fundamental problem? Alexei faced a tremendous expense in acquiring the fencing and motorcycle skills he wanted, more as an affectation as anything else. In a fantasy campaign, being able to fight and ride as well as the Baron would be formidable: in a science fiction campaign, it was mere color, unlikely to be more than chrome. GURPS aspires to price up characters for any background, and the project seems doomed to fail on those terms**.

Certainly, any system which prices abilities based on how difficult it is to acquire them, rather than on how useful they will be, will fail to create "fair" characters – which presumably was part of the aim. One wonders whether we wouldn’t be better off using Paul Mason’s Outlaws Light system*** :
"Write down what your character is like. Then go through and write a bonus number for each area in which they differ from the average. The number can be positive or negative to indicate aptitude or ineptitude, and can range from 1 to 5 (although most areas should be 1 or 2)."
Design and authoriality

Depending on one’s view of the nature of role-playing, character design has a serious flaw, or great benefit. In the Black Corner, we have White Wolf and the Storytellers. Boo! In the Corner of Iridescent Holiness, we have me, Paul, Dave and all right-thinking folk.

The bout is to decide whether the players and referee are combining to tell a story - the Black Corner’s viewpoint - or whether plot is something which only exists in retrospect, having arisen from the interaction of fictional personalities.

The Black Corner holds that the character is a storytelling tool. The player should wield this tool to help the other players and the referee produce a good story. We might call this an authorial approach.

The good guys suggest that the pursuit of a good story is self-defeating. The best way to play, we suggest, is to treat your character as a person and think yourself into the role. You may skew what the referee had in mind, but perhaps she should have been more flexible - with a good referee and a mature bunch of players, the outcome will usually be a great story which surprises everyone.

Anyone who has encountered this old chestnut will have their own opinion. Suffice it to say that a self-conscious process of character design is highly authorial and so it plays into the hands of the Storytellers.

In creating Alexandrovich Karenin, I could have been a storyteller and designed a character with a view to helping the referee. I’m glad I didn’t, because I am sure the result would have been insipid. Instead I turned myself into the referee for a while. I thought about how he should be played, the kind of political interests he would have, his contacts, his allies, his old lovers and his mortal enemies. This has certainly provided the referee with some material to go on, but at the same time gives him a real headache. This kind of conflict is inevitable in a character design system.

Kotáru grows up

Let’s return to Kotáru. I said that Kotáru took about ten minutes to generate, but this was disingenuous of me. Kotáru’s character actually took eight hours, just the same as the Baron Karenin.

As I’ve said, while creating Karenin, I was effectively referee for the day. The result was good. The eight hours spent generating Kotáru hiShathirin was better. Having taken a few minutes to put together the basics about Kotáru, and to think a little bit about what he was like, I joined the other players and the referee in a joint prelude, spanning many events in our lives rather than focusing on a single epiphany. That prelude turned out to be a fantastic session.

As Kotáru grew up we found out about life on Falesa Island, the Hlüss under the pile of stones on the rock, my unexpected enemy, when Kotáru’s betrothed Kala turned the air blue with her curses and whether she was justified, how Kotáru’s strange younger cousin Kishonu hiLanaka is insatiably curious, and what the friendship between Kishonu and Kotáru is really based on.

When the game itself started, we understood how weird the Nom was, and how great the sacrifice of Chondrek hiLanaka, and why we owed the Stranger great honor.

Much as I love Alexei, I wonder which was the better use of eight hours.

A modest proposal

In his White Dwarf article**** “Origin of the PCs”, Pete Tamlyn set the industry a challenge to produce a game with many ways of producing a character, from a full-fledged design system to a method which would allow fairly detailed characters to be generated with a few quick rolls of the dice - either to allow play to commence quickly, or to allow the referee to produce NPCs.

We haven’t seen too many examples of that, but here are a few suggestions. From the anti-authorial viewpoint, a full-fledged design system is not what is required. Instead, we need to think more about the process which produced the person represented on our creased and coffee-stained character sheets. What is her history? Where did he grow up? How did she spend her time when she was young? Who trained him to hold a sword like that? Why is he so nervous of left-handed men? Why won’t she go to confession? And what does all this mean for the numbers on the piece of paper the player holds in his hand?

The player needs a framework to think about these questions. This could be anything from a simple list of points to consider to a programmed prelude along the lines of a gamebook - make choices about your character’s youth, and note down the skill bonuses along the way. An example:
1 When you were very young, did people say about you:
"He’ll be a great warrior, like his father." (2)
"Such a sickly thing! A miracle he survived." (3)
"He’s got such a sparkle in his eyes." (4)
"Always getting into trouble, that child." (5)

Each answer will affect skills and attribute modifiers, and some may spin the character down unforeseen paths. Later on, the questions may be a little less mystical. These would be questions about how you spent your adolescence:
78 Now that you are a squire, what do you do with your spare time?
Flirt with the ladies of court (+1 Bard, +1 Etiquette)
Run errands for a castle craftsman (+2 to a Craft skill)
Spend time around the stables (+1 Riding, +1 Animal handling)
Keep training (+2 Sword, -1 Charisma)
Get up to mischief (+1 Stealth, +1 Pickpocket)

It’s possible to go into a lot more detail, but that is probably not appropriate. It may well be appropriate to elaborate, but that is probably best left to the player’s imagination - or even better, some prelude time with the referee present. The thing that appeals to me about the gamebook format is that it can be made fractal - you can zoom in or out depending on the level of detail you require. To speed the process up, sections of decision-making can be bypassed and given summary statistics:
Train as a squire: +2 Sword, +1 Etiquette, +1 Riding, +1 Strength.
Or, at any point, a one-line summary can be made into a play session lasting anything from a couple of minutes to a whole afternoon. Just how successful was that flirtation with the court ladies? You picked up some skill points, perhaps, but what else: A jealous rival? A reputation? A social disease? A bouncing baby boy? An adoring new friend?

To allow for these fractal possibilities, the generation system needs to be modular. For example, character development could consist of:
  • Potential at birth: attributes, rolled randomly perhaps, or chosen using a point system;
  • Childhood: roll on a table, play it out, or use a programmed scenario;
  • Adolescence: as above;
  • Apprenticeship: as above. Childhood, adolescence and apprenticeship could all be combined in a summary template to save time, if that’s what required - back to the old "character class" system;
  • Careers. Traveler pioneered the idea of describing the training a character had received in terms of one or more careers. Each career, again, can be described by summary statistics or the highlights can be played out.
This process builds a tremendous amount of background detail. It also allows for a significant degree of player choice while avoiding the absurd mathematical trade-offs inherent in a point-based design system.

It has its disadvantages, too. It’s a lot of work for the referee and for the designers - but they love that. It’s also quite incompatible with the "generic" vision of GURPS: character generation is inextricably bound up with the details of the game world. Some people will find that an objection, but for me it’s a tremendous way to introduce a game world and a type of campaign.

I’m struck by how little has changed in the hobby since Pete Tamlyn’s article. I think that a prelude-heavy form of character generation is a step forward, despite the practical objections. Perhaps these ideas are most likely to be carried forward with electronic resources. Until then, the young heroes Alexandrovich Karenin and Kotáru hiShathirin march forward into a bright future.

* The best explanation I have seen is "Kirk has cleverness, Spock has reasoning."
** There are patches for this, of course. Frazer Payne suggested a simple multiplier. The referee spends a few minutes - or hours, more likely - going through the book and applying multipliers to each advantage and skill. There’s a point break: Primary (x 1), Secondary (x 2/3) and Peripheral (x 1/10). Alexei’s strength is secondary, as is his Baronial status. His theological studies and his fencing are peripheral. On the other hand, his ability to pilot a starfighter is fairly central to the game...
*** You can find Outlaws Light in
Imazine #33 
****White Dwarf #72 (Dec 1985).