Tuesday, May 4, 2010

Eberron and Clashing Inspirations

My friend Chris (of Chris's Invincible Super-Blog fame) invited me to play in the new game he's starting up--a Pathfinder campaign in the Eberron setting.

In getting ready for the game, I've been perusing the Eberron Campaign Setting book--something I haven't really looked at since I purchased it in curiosity, because it was the winner of WOTC's setting contest. The introduction has a section on the "Tone of Eberron." I think a lot of the elements mentioned here--the emphasis on "cinematic" action, the blending of pulp and medieval fantasy conventions--go a long way to explaining what the judges at WOTC found appealing about the setting. There's also references to "a thousand shades of gray" and "dark adventure," which seem to suggest moral ambiguity and edginess--things the kids are thought to be into.

What drew my attention in particular is that Eberron's version of the old "Appendix N" are all film references, not literary ones. Nothing wrong with that, in particular. The list of inspirations for my current campaign contains a filmography. What's particular interesting is not that its a list of films, but rather that its a fairly disparate group of films.

I can put Brotherhood of the Wolf, and From Hell together. These are "cinematic" (in the since of visually dynamic) and somewhat "dark" in tone. Pirates of the Caribbean, and The Mummy certainly fit together with over-the-top action and a bit of humor. Maybe Sleepy Hollow and Brotherhood and of the Wolf bridge the cap between those two and From Hell in slightly different ways.

The ones that really have me scratching my head are Name of the Rose, Casablanca, and The Maltese Falcon. I can put Name and Maltese together, or Maltese and Casablanca, so maybe by the transitive property I can group the three, but I have a harder time putting them with most of the films above.

I'm sure I'm over-thinking this. I firmly believe that inspirations can have dissonance as well as consonance. But without any explanation, I sort of think these references were slapped together for very superficial reasons without much thought to how one might conceptualize their elements to come up with a coherent "feel" for the setting.

Luckily, I'm not the DM this time, so I don't have to put those things together, and I'm certainly won't deny that there are some cool elements to Eberron, for all that.

And in the end, its gaming--with friends.  And that ain't bad.

Monday, May 3, 2010

My First AD&D Character

The nostalgia continues.  Here's the character sheet of my very first character in any version of D&D I (1e AD&D, in this case) from almost thirty years ago:


I realize that this just slightly more age worn that say, the Dead Sea Scrolls, so I'll reiterate some of the key points.  The material document itself is a sheet of typing paper on which the layout of the official AD&D character record form has been re-created in blue ballpoint pen.  The character is Grimlin, a 13th level elven fighter whose hit points have seen a high amount of revision, but now number "1900."  I don't recall how that came to be, but I'm sure there's a story there.  Probably several.  All epic.

This character was inspired by the elven hero of one of the D&D: Endless Quest books.  He had a sword which would light up when he said "Sword of the Magus light this place!" or something similar.  He was definitely a "short" elf, not a tall Tolkiennian one.  I named him "Grimlin" because I had recently discovered the folklore creature of that name, and thought the name sounded cool--this was before the 1984 film.

Now let's take a look at the loot on the back:


I should explain that we played for sometime without a copy of the Dungeon Masters Guide.  The first one I'd ever seen was when I got it for Christmas the year I got my very own copy of the Players Handbook (the new one with the Easley cover).  I say that to illustrate that we had, therefore, never heard of a "Monty Haul campaign."  With that in mind, I'll let you review the list of magic items on your own.

Now despite the vast power of Grimlin and his companions, there was no "ascending to godhood" like I heard mentioned by other players I would meet at Boy Scout camp, or other summer programs, back in the day.  No, Grimlin and his gang were still schlepping it through dungeons--though dungeons which extended to the Outer Planes, admittedly (note that Grimlin had the Rod of Asmodeus in his possession).  Said schlepping required lackeys, and Grimlin has ten alignment-congruent henchmen--Hawk (named for the Slayer?), Taran (named for the pig-keeper?), Goan, Roland, Nordon, Pannon, Gord (before Gygax!), Nar, Jor, and Thor.

I actually have my second character, too--a bard named Robin Goodfellow--but that sheet is in worse condition than this one, and much less epic, as it comes from a less "anything goes" time in our gaming--which is to say still probably pretty damn "anything goes."

But we had a helluva lot of fun, and that's what matters.

Sunday, May 2, 2010

A Map from Ages Past


This map was drawn by my cousin, Tim, who introduced me to gaming back in the earlier '80s.  Somehow, it came into my possession years--decades--ago. 

We never gamed in this dungeon.  I don't know if Tim did with another group.  I've thought about using it myself on several occasions, but I don't know if I ever did.  Since the various iterations of my campaign world relate to Tim's rather bare-bones world in a fashion similar to the relationship the Marvel Universe has to Timely Comics, Kazoth has been mentioned at times.  I've always conceived of him as one of those demon/monster/god-things, like Thog, or similar creatures, from Robert E. Howard's oeuvre

Looking closely at the map, I see several interesting things:

It amuses me that the innermost sanctum of Kazoth (where he has his own chamber) also houses his vestal virigns "and such" (whatever that might mean) and his sacrificial victims-to-be.  This says to me Kazoth is the kind of god-thing who would have a mini-frdge full of drinks in his den.  He just doesn't want to go far for stuff. 

Its interesting the walls of these chambers are rough-hewn (I assume that's what that means), suggesting it might be older than the rest of the complex.

 Most intriguing is the secret passage surrounding Kazoth's chamber.  I wonder what purpose that serves?  Perhaps its a doctrine of the faith that Kazoth's taking of sacrifices must be recorded in gory detail, so scribes watch unobtrusively to do just that.  Or maybe Kazoth gets cranky if his every need isn't responded to instantly, and its just for convenience?

Moving to the other side of the complex we find the mysterious Room of Illusions.  I assume all the "X's" are locations of various illusions.  Why would a temple complex need this?  I'm not sure. Maybe its for psychological torture to make a sacrificial victim juicer for old Kazoth.

Leaving the Room of Illusions, one encounters several traps (the dotted lined areas) which I suspect are probably trapdoors.  So many traps in one place perhaps argues against my explanation for the illusion room, but perhaps there just here because of those three treasure chests.

On the other hand, the naming of the Passage of No Return reinforces the notion that most who saw the Room of Illusions were on a one way trip.

I think the name of the last area I'll comment on may give away its inspiration.  The Room of Souls may have at least acquired its its title from the Well of Souls in Raiders of the Lost Ark--I would suspect specificly from Kenner's Well of Souls Playset


I could see the statues there supporting a Raiders connection as well, though I'm sure these statues come to life at some inopportune time for the players.

At least that's how I'd do it.