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Wednesday, January 15, 2025
Wednesday Comics: DC, April 1984 (week 2)
Monday, January 13, 2025
Ergodic RPG Setting Presentations
Going back to the Greyhawk Folio has made me realize how it differs from modern setting material and perhaps why I bounced off of it when I first encountered. I believe it falls into a category of published setting I would call "ergodic settings." Ergodic settings are analogous to ergodic literature, that is that are settings whose form of presentation requires nontrivial effort on the part of the reader to make sense or understand the setting.
I'll concede that "understanding" in this context can be kind of fuzzy. Different perspective DMs likely have different expectations and desires of a setting. I'm sure there are a lot of people that loved Greyhawk from the moment they encountered the Folio or the Wilderlands of High Fantasy, to name another setting I find ergodic. But I don't think that changes the quality of ergodicity, it's more about how much work you're willing to do (or have already done) to meet the setting where it is.
So what do I mean by ergodic? Well, Greyhawk in its initial present is brief, which is often touted as a virtue, but in that brevity its ability to develop an easy sense of place is impaired. It also consistently refuses to take the modern route of focusing on "juicy" details or hooks. It's not that there aren't things going on in the Flanaess, but as far as we know from the Folio, they aren't really things for low-level treasure seekers. When seeds of adventure are there, they tend to be more Game of Thrones clash of armies and intrigues. There's also perhaps a focus on wargame realism over fantasy. A careful read with an eye toward history can suggest Gygax's models and sources, but he doesn't make it easy, like say, Robert E. Howard or the first introduction to the Known World in Isle of Dread (which just tells you the inspiration, so you don't even get to feel smart!)
Well, I don't know the primary export, but these places seem cool! |
Wilderlands is similarly fairly opaque in that department, but at least you can read hexes with a crashed spacecraft, mermaids or giants. And lots of them. The Folio is dressing your set with backdrops and a few props, but with scant actual prompts for adventure and very little enticing fantasy spectacle. This is just the facts; you do most of the fantasy.
But modern settings require work because they are often too completist and too wordy! Getting through all that cruft requires work! Sure, but it's a different sort of work. It's the work of separating wheat from chaff, perhaps, or just the work of reading homework, it isn't the conceptual work of "what does this mean and what do I do with it?" The Folio approach makes it harder to distill "the good bits" for your own thing, if that's what you're after.
This Strange Stars OSR has a good approach. Wonder who wrote this? |
Now, this can be a virtue for the seasoned DM. It's easier to make it your own, perhaps, or even run it differently with the parameters that exist in different campaigns. And if all you need is the barest background to sink your dungeons into, it doesn't matter. But looking at the more recent DMs Guild Greyhawk presentations, there's more of an effort to put player-engaging material in, even as they hew fairly traditionalist.
Friday, January 10, 2025
Greyhawk: Rel Astra
Rel Astra is one of the major port cities of the Great Kingdom. It is an old city of the Aerdy, the original seat of the early Aerdian Church of Law and once a capital of an Aerdi kingdom until the crowning of the Overking. Once the Great Kingdom was declared in Rauxes, control of Rel Astra was given over to a ministerialis who served as constable and mayor in the Overking's name. The post continues, but it now belongs to a hereditary noble line whose interests have diverged from those of the Malachite Throne.
Like the lords of the Iron League region, the Constable's financial interests lie with the burghers and trade, and he resents the grasping and peremptory ways of the Overking. He is also wary of the covetousness of Medegia's Holy Censor.
While the more fierce-tongued members of the city's council urge swift action, the Constable chooses to slowly build his forces and bide his time.
The original Folio had an apparent editing mistake that listed Rel Astra as the capital of Medegia, so a thought it was worth making a nod to that in the history. Though the Folio never mentions it, the title of Overking suggests their were (at least once) subordinate kings. I figure there must have been multiple, petty Aerdian kingdoms that were united.
Wednesday, January 8, 2025
Wednesday Comics: DC, April 1984 (week 1)
Monday, January 6, 2025
The Xmas Dagmar turned Krampus
Our Land of Azurth 5e game continued last night, a much-delayed continuance as we started a holiday-themed adventure before the holidays. It's fitting, though, that we got to finish it on Twelfth Night.
Sent to aid a village suffering from child-disappearances far to the north, the party suffered accompaniment by rhyming, snowman narrator as they ascended a treacherous mountain to find a secret workshop where kobolds were using the children as slave labor.
Defeating the kobolds, the children pointed them to where the evil mastermind laired. After puzzling over a trap made with colored lights, they confronted the villain--the Krampus!
He was a formidable opponent, and the opening exchanges suggested it would be a hard-fought battle. Until Dagmar the Cleric strove forward to attempt to turn the fiend.
And turn him she did, despite his magic resistance. That bought them time and the fighters took advantage of it. When Erekose delivered the final blow, the Krampus exploded with a "pop" and a shower of confetti and glitter.
The children were returned home and the party was honored with a feast: roast beast and all the trimmings.
This adventure was adapted from How The Lich Stole Christmas.
Friday, January 3, 2025
The Fruitful Inconsistency of the Hyborian Age
The Encyclopedia of Fantasy (1997) describes Howard's Hyborian Age and similar imagined worlds as "fantasylands" in contrast to the more serious, Tolkienian worldbuilding of "secondary worlds." This perhaps undercuts the quite serious world-building Howard did in places like his "Hyborian Age" essay but also obscures the fact that all world-builders (Tolkien included) borrow or are at least derive inspiration from history or other works of literature.
Still, it's hard to deny that the Hyborian Age tends to wear its undiluted influences or antecedents proudly. Perhaps not as totally as say D&D's Known World or some other rpg settings, but to a greater degree than Middle Earth or most other literary fantasy settings. I can't be too critical of these game settings as it allows people to get a handle on different lands or cultures quickly, but it does strain suspension of disbelief for some folks.
The Hyborian Age does those similar gaming settings one better, however. In what I think was possibly Howard's best world-building idea (at least so far as things to steal for gaming), the overall action and theme of regions come through, even when his cultural inspirations are less clear. Visiting different Hyborian lands may not just mean travel through history with Fantasy Vikings here and a Fantasy American Frontier there but travel through different subgenres or modes of pulp/adventure fiction.
In his Conan yarns he gives us Golden Age of Piracy adventure stories, tales of the Crusaders and the Outremer, Frontier stories in the vein of the Leatherstocking Tales, and a few stories recognizable as just fantasy in today's genre standards. He does this often by dispensing with a lot of the historical things that led to these settings and situations and just gets down to the action readers (and presumably players) are looking for.
Vague or passing homologies are all he seems to need to get going. He doesn't worry about establishing a Christendom or an Islamic World--or even really a Holy Land to get his Outremerish setting. He handwaves some former colonies (now independent) of Koth (which is vaguely Italic maybe, but hardly Imperial Roman and with a capital whose name is borrowed from the Hittites) on a borderland coveted by Turan, and he just describes the players, setting, and action in a way that the vibe of crusades and Crusader Kingdoms comes through, regardless of the background differences.
Likewise, "The Black Stranger" deals with pirates and a treasure, sure, but to drive home we are now in Treasure Island territory, he dresses Conan for the part:
The stranger was as tall as either of the freebooters, and more powerfully built than either, yet for all his size he moved with pantherish suppleness in his high, flaring-topped boots. His thighs were cased in close-fitting breeches of white silk, his wide-skirted sky-blue coat open to reveal an open-necked white silken shirt beneath, and the scarlet sash that girdled his waist. There were silver acorn-shaped buttons on the coat, and it was adorned with gilt-worked cuffs and pocket-flaps, and a satin collar. A lacquered hat completed a costume obsolete by nearly a hundred years. A heavy cutlass hung at the wearer's hip.
Does this undermine the essential Medieval character of the Hyborian Age? Probably! Does it weaken one's ability to think of it as a sustained and complete world? Could be! Does it make it clear "we're now on the Pirates of Caribbean ride, behave accordingly?" Yep!
I feel like this tool can be put to good use by GMs. Even ones that are more interested in setting consistency perhaps than Howard. Even small details can do a lot.