Wednesday, September 18, 2024
Wednesday Comics: DC, December 1983 (week 2)
Monday, September 16, 2024
The Other "Good Lore"
There has been some discussion in various places over the last couple of weeks regarding "lore," which isn't a great term, maybe, but one we all understand to mean background, mostly nonmechanical elements of a setting in all their myriad forms. A lot of time is spent separating good lore from bad. Ben Laurence wrote this great post last week. I wrestled with the issue in regard to history, one of the most vexing parts of lore, here.
Anyway, I think what Ben says about "good" lore and its creation and use is smart, but there seems to me a missing category, which was the impetus for this post. One type of actionable lore that Ben neglects to mention is the sort of detail that aids the GM in conveying the world to the players at the table. This isn't "actionable intelligence" for the players particularly, but rather things that help set the scene and convey the subtle textures that might differentiate one world from another. Things that should appear in (or at least inform) the GM's description of the world, not facts to be memorized in anyway.
A good way to do this is sensory-impressionistic descriptions. Jack Shear of Tales of the Grotesque and Dungeonesque presented a brief style of locale description that included as one of it's headings "A Taste, A Sound, an Image." I've borrowed this presentation myself, as has Miranda Elkins of In Places Deep. These sorts of details help set the mood both for the players and for the GM who must great more details and could use the imaginative springboard.
Note that these can be diegetic and nondiegetic, though going nondiegetic runs the risk of the reader not getting the "vibe" because they don't know the work referenced or took something else from it.
It might be fair to say, that's not really "lore," and I guess in the strictest since that's true, but I've got more! Ben mentions "banal facts about cuisine" as irrelevant lore, and I agree, but only in regard to the "banal" part. One of the things I did with my recent Gnydrion game was go out of my way to give a description of the meal being offered when the character's had a chance to eat. This isn't something I usually do, but Gnydrion is a very Vancian setting, so I wanted to lean into that. The players weren't expected to remember these meals; it was just a bit color, but I think it helped convey the feel of the setting. The players seemed to enjoy it in that spirit. All I had to do was make a list of like 10 dishes and I wasn't concerned if what I said in play was exactly what I wrote down.
I think these sorts of details like this can at least suggest actions. Knowing that bronze can be mined from the buried bones of dead Storm Gods could be something players do something with in Glorantha, but at the very least it sets Glorantha apart from say, the Forgotten Realms.
At the end of the day, "good" lore is going to make your setting more memorable and interesting. This may be because the players can use that knowledge strategically, but it may also because it helps the world come alive for them.
Friday, September 13, 2024
When In Inaust
Gray, misty Inaust on Whulggan Sound is a place few choose to visit except on the most important of errands. If by some strange fortune you should find yourself in that city, here are several ways to pass the time:
- Enjoy a meal of grilled slug skewers with fermented fish sauce. We recommend the establishment Respa's Hearth as a superior venue for the dish. If your finances allow for such luxuries, the salt-cured glount roe makes a sublime antipasto. The glount roe trade can be cutthroat, and sabotage of a competitor or attempting to gain an advantage by substitution of roe of less desirable fish can occur. The glount themselves are edible, though it is considered lower class fare.
- Marvel at the spectacle and clamor of the mating combats of the morhuk on several sandbanks and islets. The bellicose and lustful creatures pose a risk to navigation at such times, but the local nobility view them as totemic and forbid their harm under serious penalty. The fishers and boat operators are less favorably disposed toward the creatures and sometimes hire groups of ruffians to hunt the beasts with clubs under cover of night.
- Acquire a coat, cape, or hat of fur and be the talk of the town in more Southron climes as you cut a figure of exotic, rustic fashion. Be sure to consult your furrier (we recommend Omer Zwirn & Sons) regarding the current status of sumptuary ordinance. The upper classes reserve some pelts for their own use, and the most prized varieties change frequently.
For those who arrive in Inaust in a state of embarrassment regarding their finances, we offer the following means of acquiring funds which are somewhat unique to the region:
- Compete in a birling contest. There are gambling establishment in the coarser areas of town where the woodsman's diversion of trying to stay standing upon a free-floating log while pushing an opponent from theirs. Entrants are paid a sum for competing and may win larger purses for performance. Would-be competitors are urged make every effort to discern the parameters of the any contest they may participate in, as some entrepreneurial-minded hosts have enhanced their offerings by pitting traditional contestants against wild beasts.
- Find employment as a boatman. No extensive knowledge of sea or maritime lore is necessary to serve as a cranksman or treadman on one of the many paddle wheel boats that ply the Sound. Stamina is the only prerequisite, though you would do well to pay the modest dues for membership in the Propellers Union, lest you face a beating and dunking from those toiling with you.
Wednesday, September 11, 2024
Wednesday Comics: Frieren: Beyond Journey's End
Volume 11 of the manga Frieren: Beyond Journey's End came out in English this week. I've mentioned the anime adaptation of this series before but I thought it was worth giving a shout out to the manga by writer Kanehito Yamada and artist Tsukasa Abe, which is ahead of the anime--and may forever be, given that the first "season" has completed and it's unclear if there will be more. The manga could be one's only chance to see the end of the story.
I'll try to be light on the spoilers for later events, but as I mentioned before, Frieren is a nigh immortal elf adventurer on a long, meandering journey to retrace the steps of her original party's journey into the demon-haunted North to find the place where the dead can speak to the living, so she can talk to one of her old party members. Her companions are her apprentice (a child adopted by her old party's cleric) and a warrior who was the protégé of another one of her former comrades.
This goal led to a storyline where Fern (the apprentice) and Frieren attempted to gain status in a wizard organization who controls access to the North. The current storyline involves some of the characters and situations from that one and centers around a town turned to gold by the actions of a demon, Macht, which the wizardly organization has been "containing" for decades.
Now, the containment has dropped and the diagoldze spell threatens to spread. Macht is being aided by another greater demon named Solitär. Several mages (including Fern) have already been defeated by them. Freiren arrives, but she's armed with the counterspell to diagoldze. Still, she has two powerful demons to defeat.
The manga, like the anime, finds its strength in its characters. In the somewhat alien outlooks of the demons and the extremely long-lived elves, it also considers human relationships and their meanings. It's an unsual series, and one I highly recommend.
Friday, September 6, 2024
80s Action Cartoons Were Very Gameable
Wednesday, September 4, 2024
Wednesday Comic: DC, December 1983 (week 1)
Monday, September 2, 2024
An Adventure Path like a Dungeon
B1-9 flowchart |
I don't see any reason why a game couldn't have a definite campaign arc. I think that would work with a lot of licensed properties, and I think the "adventure path" style of modern published adventures is a way to do just that. Unfortunately, these sorts of adventures suffer conceptually, I think, from a couple of flaws. One is the desire to have the campaign arc come as a surprise to players or at least to appear to arise naturalistically from the earlier campaign events. This requires the GM to be deceptive. Two, if the players weren't getting railroaded to get them into the adventure, they certainly are once it starts because the path through the adventure tends to be fairly linear.
I think it can be done better. This is an idea akin to my previous one about running an adventure point-crawl--in fact, it's really just a slightly different approach to the same basic idea.
Both involve a goal to achieve, a geography to cover in doing so, and certain events or scenes that might occur. These locations and their events/scenes form the "rooms" in a conceptual "dungeon," or more accurately the points in a conceptual pointcrawl. An adventure of this sort would have a conceptual/narrative map and a physical geography map, not unlike the actual Mongo mmap compared to the "Schematic Map" of Flash Gordon and the Warriors of Mongo:
How would this differ from a standard, old adventure path? Well, in at least a couple of ways. As much is possible, nothing is supposed to happen. Certain events would make completing the task of the campaign easier, but only rarely would there be no other way to get it done.
Like in a pointcrawl, players are permit to just follow the physical geography. Nothing forces them to stay on the path, but the locations on the path have special features analogous (or perhaps literally, sometimes times) to secret doors, teleportation disks or what have you that allow quicker, easier travel between "points." "Solving" a "point" might unlock other advantages like allies or items that make completing the goal of the campaign easier. Just like finding certain items or meeting certain NPCs in a dungeon.
This break from linearity would mean the points would have to have less of a causal relationship than the events of adventure paths typically do. It would work best, I think, for certain sorts of campaign arcs. A rebellion (like Star Wars or Flash Gordon) would be one, but something like Pirates of Dark Water with episodic exploration in search of plot coupons would work well, too. Anything more like a broadcast era episodic TV series with a throughline and less like a feature film.