As some of you will know, in addition to face-to-face RPing, I have, for many years now, also been helping to run a message board RPG based on the world of Harry Potter. It's effectively a parallel universe, and doesn't feature any of the characters from the books, but the background and locations are the same (or at least very similar), and the general theme - wizards in a boarding school - is, naturally, also the same. I mention this because I've been reflecting on the effects of a change we went through recently in the rules for RPing on the board.
A message board RPG is different from a face-to-face one in that it has a large number of players, most of whom will not know each other in real life, and may come to the game with different expectations. It's also a 'sandbox' setting, which means that a wide range of different themes could crop up in different story lines, and the admins (GMs) can't possibly keep a track of them all, let alone read and vet all of them. As a result, the site has rules for what sort of stories and descriptions are considered acceptable - a rating system of sorts.
I'm not really suggesting that such things are easily extendible, or even relevant, to most face-to-face games, or e-mail games, for that matter. Certainly, its unlikely they'd be required in face-to-face games among a small group of friends, unless, perhaps, there is some intention to have different ratings for different campaigns, and the players need to be clear on what those are in advance. But, nonetheless, the fact that we recently reviewed, and changed, our ratings strikes me as something of general interest in RPing.
Our previous rules on this particular subject were fairly simple. Essentially, we said that the site was intended to be PG certificate, and mostly left it at that. The choice of PG made some sense at the time, since the first two films had this certificate (in both the UK and US) and were pretty close to the books they were based on. It seems to me, if you want to simulate a particular literary source, you'll want to follow its conventions, and the rating is part of that. (There are, of course, sites on the internet that are ostensibly based on the HP books but allow all manner of hardcore material - that's a perfectly valid approach, but I think there is very much a place for following the theme of the books. After all, if somebody likes the books, the absence of such content might be part of their reason).
However, with time, it became clear that there were a couple of problems with this. The more obvious one, perhaps, is that the later films, once they came out, had a higher rating. In general, they had a PG-13 rating in America, and a 12-rating here in the UK - and, by implication, the same could be said of the later books. Since the message board we host on does not permit members under the age of 13 anyway, there was a good case for raising our rating to match that of the later films. I think, in practice, a number of players had done this anyway, without us jumping on them, and it made sense to formalise that.
So, when some players raised the issue with us, we polled the members of the board, and agreed to switch to a higher rating, one more in line with the later films and books - which are darker in tone than the first two. However, there is another problem with stating "this site is considered PG certificate" - what does that actually mean? The rating system of the Motion Picture Association of America is fairly vaguely defined (although the website linked to there is actually rather more informative than it was at the time) often boiling down to "if we don't think its appropriate, it isn't". And that was pretty much our rules at the time, as well. So, when we updated it, we instead used the system of the British Board of Film Classification, and went with a 12-certificate.
By adapting the rules of the BBFC to writing, rather than film, and spelling them out in detail, I think we made it much clearer what was and was not acceptable. This means that, hopefully, everyone knows where they stand, and I think that, in addition to allowing a greater freedom for players to explore their own story lines, it also makes it much clearer what we won't accept. Once again, I'm not suggesting that such detailed guidelines would be of much use in a face-to-face game, but I think there is some interest in looking at them.
One point to make here is that we run the game over a number of different boards, reflecting a wide range of different in-universe locations and activities. For example, there are separate boards for quidditch, magical duelling, and for magic lessons, in addition to the main one at the castle. Most of these have the same rules. However, the board that deals with the world outside the school is mainly populated by adult characters, and we felt that that made a significant difference to the sorts of stories that would be appropriate. Thus, it has the same general rating, but the actual rules are slightly more relaxed, reflecting the fact that a story in which an underage character does a particular thing may be very different from one in which an adult does the exact same activity. In practice, if one were going to extend these rules more generally, there could be a lot of changes like this, depending on the particular genre and expectations of the players.
Theme
The general theme of an RPG is the sort of thing that is normally included in a campaign description, whether any more specific ratings are needed or not. If you're playing Call of Cthulhu, its fairly obvious you're going to have a horror theme, and something that would be at least the equivalent of a 15-certificate were the game a film or video. Its also a reasonable expectation of a game like Vampire, although there is a fair degree of leeway there in just how dark the game could be (depending, for example, on how you portray the feeding).
Many other RPGs have an inherently dark theme, and this is the sort of thing that I feel it is generally useful to spell out when proposing a particular campaign, especially if it's radically different from what the group have been done in the past. In the case of our message board Hogwarts RPG, it seems to me that keeping a theme generally in keeping with the books is good thing to do. I suspect that the inclusion of dementors, and later, of zombies, was the main reason for the 12 (or PG-13) rating the later films got, and this shows that mild horror is certainly acceptable within the genre.
There is, I think, something to be said for writing within a particular genre, and selecting limits for oneself based on that. That doesn't mean that taking a particular world and exploring some of its implications beyond what the source material covers doesn't also have its place. For instance, that the Potterverse has vampires and so on in it has some fairly dark implications that aren't explored in the books because of their target audience. I find it interesting to note though, that on our site, there seems very little demand for horror stories, although there have been some darker themes with respect to, for example, murder. Plus, we recently opened a Necromancy class, which is proving popular - and will, I suspect, lead to something a little darker than our usual fare.
In part 2, I will ponder on some more specific aspects of ratings an "adult" gaming.
Thursday, 27 January 2011
Monday, 3 January 2011
Sartar Companion - Review pt 2
The Sartar Companion includes six scenarios. They are not linked together by any common theme, and can be run in between sessions of the Kingdom of Heroes scenario, or separately. The first of these is "Return to Apple Lane", which is a sequel to the original Apple Lane scenario, first published in the late '70s, and later, for RQ3 in 1987. Its hard to avoid the feeling that this is a nostalgia-fest for those whose first experience of Glorantha may well have been this introductory adventure way back when. However, no knowledge of the original is required, and the scenario will work just as well for those new to the hamlet.
Details of Apple Lane itself have been changed to fit the new rules, but most of these changes are fairly minor, and the majority of the original NPCs are present - albeit five years older. The only ones who are obviously missing are the Humakti weaponmasters; their building is shown on the map, but they appear to have left the hamlet at some point, perhaps to prevent them offering too much assistance to the PCs. The scenario itself is also reminiscent of the original, with the heroes once again finding themselves defending Gringle's Pawnshop, this time from the Lunars.
The conclusion to the scenario is fairly scripted, although it feels natural enough, rather than railroading the players. Suffice to say that "Return to Apple Lane" is also a bridge between the original RQ version and "Sheep, Clouds, Thunder" from the Gathering Thunder scenario book for HQ1. That received some criticism for the way it treated the hamlet; at least this time the heroes get to salvage something first, and the ending isn't as downbeat as might be expected.
The second scenario, "The Hero and the Grove", is a short heroquest about strengthening the magical pact between the Colymar Tribe and the local wild lands. It's a fairly average heroquest, but does have the advantage of being a good introduction to the concept of re-enacting myths in the Otherworld. If possible, it would probably be a good idea to run this (or something like it) before the more dramatic otherworldly adventure in Kingdom of Heroes, at least if your players are new to the concept. A nice touch here is the description of how the myth was enacted first by Orlanth, then Heort, then Colymar, showing a common historical theme in heroquesting.
"Treasure of Two-Face Hill" is an expansion of a plot hook provided in the background section of the book. There's a good chance the players will need to spend some hero points just to have their characters survive the first part of the scenario (although its also possible to side-step this entirely, if they're more sensible than your average PC), but from then on it turns into a question of how to defend your clan from something that's essentially unbeatable in combat. This is one of those areas where the HQ2 habit of rating opponents as "Nearly Impossible" to defeat, or whatever, really does make sense - if the enemy wasn't significantly tougher than the heroes, there wouldn't be a scenario.
For my money, the best scenario in the book is "Ghosts of the Ridge". Here, the players are presented with a problem that can be solved in numerous ways, all with their own pros and cons. The judicious use of extreme physical violence is certainly one of the options, although perhaps not the best one. While the heroes are certainly free to try that, and other possibilities besides, the scenario nudges them towards seeking a legal solution to their situation, and undertaking a rather cool heroquest to recover an item of considerable magical power. Characters following Lhankor Mhy, god of knowledge, will probably get as much chance to shine in this one as the warriors, if not more so. The heroquest can also be run as a stand-alone scenario, should the characters choose another way of dealing with the central issue in this one.
"The Gifts of Stone" starts out fairly scripted, with some obvious scenery-gawking, but later turns into a return visit to another old RQ scenario, in this case the Sazdorf tunnels from Haunted Ruins. The nature of the heroes' mission makes this feel somewhat different from the original, and there are a few reminders that you're not here to just steal treasure from the trolls!
The final offering isn't so much a scenario as a bit of scenery setting. The Crimson Bat arrives in Sartar, eats a bunch of people, and then buggers off to Whitewall. This can be used as an opportunity to do all sorts of things, and is rather more dramatic than it may sound. If you already know what the Crimson Bat is, 'nuff said... if not: "scary" about sums it up.
So, the actual narratives of the scenarios are, on the whole, pretty good. Where they fall down is for the same reason as in Kingdom of Heroes: the lack of any stats. This was, to my mind, a significant drawback in that book, and it hasn't been fixed here, either. This flaw naturally extends to the encounters, and, to some extent, the background material, as well as to the scenarios.
To be fair, the writers are quite up-front about it - literally so; they mention it in the introduction. Their argument is that stats "aren't necessary" in HQ2, which is technically true, but doesn't mean that they aren't highly desirable, at least for some GMs. Instead, anyone who thinks such things are useful is just told to go away and do all the work themselves, which isn't terribly helpful.
Now, one of the problems with HQ2 as a system - if you like the style of gaming I do - is that you couldn't give numbered stats to NPCs if you wanted to. The system doesn't work that way, and sometimes (as in "Treasure of Two-Face Hill", mentioned above) that's an advantage, and sometimes it isn't. Either way, nobody can blame the writers for leaving out the numbers, since they just wouldn't make sense.
But that isn't to say that you can't give a clearer idea of what the NPCs and other encounters are capable of. A listing of significant abilities is all that's required. In fact, this is done for one particular being (p226), so why not the others? You're presumably supposed to infer any stats you might need from the text descriptions, but this really isn't very satisfactory, especially for the more important characters, like the villain in "Return to Apple Lane". Yes, you can do all the work yourself, as you're advised to, but you shouldn't have to.
A rather sour note to end on, then, although it has to be acknowledged that many people won't find the lack of stats a problem at all, and some will doubtless rejoice in the freedom it gives them. But, really, it's my only major criticism of the book, which in every other respect (except maybe the proofreading) is of high quality, and eminently useful for any Sartar-based campaign. If you don't mind going only PDF-only, you can even get it for almost half price, which is pretty good value, all things considered. There's a lot of really good material here, and the book deserves to do well.
Details of Apple Lane itself have been changed to fit the new rules, but most of these changes are fairly minor, and the majority of the original NPCs are present - albeit five years older. The only ones who are obviously missing are the Humakti weaponmasters; their building is shown on the map, but they appear to have left the hamlet at some point, perhaps to prevent them offering too much assistance to the PCs. The scenario itself is also reminiscent of the original, with the heroes once again finding themselves defending Gringle's Pawnshop, this time from the Lunars.
The conclusion to the scenario is fairly scripted, although it feels natural enough, rather than railroading the players. Suffice to say that "Return to Apple Lane" is also a bridge between the original RQ version and "Sheep, Clouds, Thunder" from the Gathering Thunder scenario book for HQ1. That received some criticism for the way it treated the hamlet; at least this time the heroes get to salvage something first, and the ending isn't as downbeat as might be expected.
The second scenario, "The Hero and the Grove", is a short heroquest about strengthening the magical pact between the Colymar Tribe and the local wild lands. It's a fairly average heroquest, but does have the advantage of being a good introduction to the concept of re-enacting myths in the Otherworld. If possible, it would probably be a good idea to run this (or something like it) before the more dramatic otherworldly adventure in Kingdom of Heroes, at least if your players are new to the concept. A nice touch here is the description of how the myth was enacted first by Orlanth, then Heort, then Colymar, showing a common historical theme in heroquesting.
"Treasure of Two-Face Hill" is an expansion of a plot hook provided in the background section of the book. There's a good chance the players will need to spend some hero points just to have their characters survive the first part of the scenario (although its also possible to side-step this entirely, if they're more sensible than your average PC), but from then on it turns into a question of how to defend your clan from something that's essentially unbeatable in combat. This is one of those areas where the HQ2 habit of rating opponents as "Nearly Impossible" to defeat, or whatever, really does make sense - if the enemy wasn't significantly tougher than the heroes, there wouldn't be a scenario.
For my money, the best scenario in the book is "Ghosts of the Ridge". Here, the players are presented with a problem that can be solved in numerous ways, all with their own pros and cons. The judicious use of extreme physical violence is certainly one of the options, although perhaps not the best one. While the heroes are certainly free to try that, and other possibilities besides, the scenario nudges them towards seeking a legal solution to their situation, and undertaking a rather cool heroquest to recover an item of considerable magical power. Characters following Lhankor Mhy, god of knowledge, will probably get as much chance to shine in this one as the warriors, if not more so. The heroquest can also be run as a stand-alone scenario, should the characters choose another way of dealing with the central issue in this one.
"The Gifts of Stone" starts out fairly scripted, with some obvious scenery-gawking, but later turns into a return visit to another old RQ scenario, in this case the Sazdorf tunnels from Haunted Ruins. The nature of the heroes' mission makes this feel somewhat different from the original, and there are a few reminders that you're not here to just steal treasure from the trolls!
The final offering isn't so much a scenario as a bit of scenery setting. The Crimson Bat arrives in Sartar, eats a bunch of people, and then buggers off to Whitewall. This can be used as an opportunity to do all sorts of things, and is rather more dramatic than it may sound. If you already know what the Crimson Bat is, 'nuff said... if not: "scary" about sums it up.
So, the actual narratives of the scenarios are, on the whole, pretty good. Where they fall down is for the same reason as in Kingdom of Heroes: the lack of any stats. This was, to my mind, a significant drawback in that book, and it hasn't been fixed here, either. This flaw naturally extends to the encounters, and, to some extent, the background material, as well as to the scenarios.
To be fair, the writers are quite up-front about it - literally so; they mention it in the introduction. Their argument is that stats "aren't necessary" in HQ2, which is technically true, but doesn't mean that they aren't highly desirable, at least for some GMs. Instead, anyone who thinks such things are useful is just told to go away and do all the work themselves, which isn't terribly helpful.
Now, one of the problems with HQ2 as a system - if you like the style of gaming I do - is that you couldn't give numbered stats to NPCs if you wanted to. The system doesn't work that way, and sometimes (as in "Treasure of Two-Face Hill", mentioned above) that's an advantage, and sometimes it isn't. Either way, nobody can blame the writers for leaving out the numbers, since they just wouldn't make sense.
But that isn't to say that you can't give a clearer idea of what the NPCs and other encounters are capable of. A listing of significant abilities is all that's required. In fact, this is done for one particular being (p226), so why not the others? You're presumably supposed to infer any stats you might need from the text descriptions, but this really isn't very satisfactory, especially for the more important characters, like the villain in "Return to Apple Lane". Yes, you can do all the work yourself, as you're advised to, but you shouldn't have to.
A rather sour note to end on, then, although it has to be acknowledged that many people won't find the lack of stats a problem at all, and some will doubtless rejoice in the freedom it gives them. But, really, it's my only major criticism of the book, which in every other respect (except maybe the proofreading) is of high quality, and eminently useful for any Sartar-based campaign. If you don't mind going only PDF-only, you can even get it for almost half price, which is pretty good value, all things considered. There's a lot of really good material here, and the book deserves to do well.
Labels:
Gaming,
Glorantha,
HeroQuest,
review,
Sartar Companion
Sunday, 2 January 2011
Sartar Companion - Review pt 1
The Sartar Companion is the follow up to Kingdom of Heroes for HeroQuest 2. The book has the same format as the earlier volume, weighing in at 296 pages, for a rather steep €40 price tag. Still, given the size of the book, and the volume of material in it, that doesn't seem an unreasonable price, and the alternative would presumably have been two books at rather more than half the price each - economies of scale being what they are. The book also includes a couple of full page, full-colour maps, one of the whole Dragon Pass area, and the other of the Colymar lands.
One negative point is that the proofreading does not appear to have been done to a very high standard, with a number of jarring typos throughout the book. Having said that, its not as bad as it was in the early Hero Wars books, or some of the Mongoose books, for that matter. I've seen much, much, worse in other published RPG products, but that doesn't mean there isn't room for improvement. Perhaps the instance most in need of an erratum or clarification is the description of the walls of Runegate, which manages to contradict itself within the course of a single paragraph! Other than that one example, however, the intended meanings are usually clear.
The contents of the book are something of a random assortment, which is only to be expected in a "Companion" volume. That is, the book includes all the bits they couldn't squeeze into the already large Kingdom of Heroes. In a similar vein, as the title implies, the book is of little use if you don't own the previous one. Unlike KoH, though, virtually everything in this is GM-only information, with only the 40 or so pages dedicated to cults being of much use to players. Character generation and general background were, after all, fairly well covered in KoH.
Broadly speaking, the book can be divided into four sections: background, encounters, scenarios, and cults.
The background section describes the city of Jonstown and the towns of Runegate and Clearwine, along with several other locations, such as the Old Wind Temple and the Starfire Ridges. Much of this is directly linked to the scenarios later in the book, and a few "For more information, see p. XX" tags might have been helpful as a result. Some locations, such as Two-Face Hill, are therefore described into two different parts of the book, with neither making reference to the other. Having said that, everything in this section is stand-alone, and much of it serves as detailed background for gaming.
Places such as Jonstown are described in some considerable detail. Town plans in the style of those in the first book are included again, but here there is more emphasis on individual characters within the city, and the material is even more directly relevant to play. There are some oddities here and there, where NPCs are described as "very hard" to defeat in combat, or whatever - apparently regardless of who the player characters are. This is the sort of thing that makes perfect sense in a scenario, but putting such things into a background description that doesn't have a specific narrative feels rather odd. Of course, its easy to ignore, and is doubtless useful information for someone, so its a little unfair to actually complain about it.
The emphasis in the locations is fairly strongly on the Colymar clan and their local geography. For some reason, the Colymar have never particularly interested me, but given the scenario in the previous book, it does make sense to expand on them here. It can also provide useful ideas for anyone wanting to strike out with their own tribe, and gives groups the opportunity to feel that a particular corner of Sartar is more "theirs", without official publications contradicting it. And material on large and important places like Jonstown should be useful to everyone, regardless of their choice of tribe.
In addition to what is really some very good location writing, the background section of the book also includes a section on dragonewts, which is useful but adds little to what long-time fans already know, and a bumper section of 100 rumours in the old True/False/Mostly True/GM Choice/Meaningless format from the RuneQuest days. Nostalgia aside, a good GM can get a lot out of this section, and its a welcome addition.
The next major section focuses on encounters. There is an actual random encounter table, rolling percentile dice against the terrain type to generate possibilities, although, of course, its use is entirely optional. (As an aside, there is no explanation of what percentile dice actually are - since they are never used in the HQ2 rules, its apparently just taken for granted that you already know. On the other hand, one might well argue that that's not an unreasonable assumption for Glorantha players!) There is also a table showing the typical weather in Sartar throughout the year which, if you'll pardon the pun, should help set the atmosphere.
The book includes 42 typical encounters, and 31 special encounters. The typical encounters include things such as merchants, Lunar patrols, dwarves, and broos. Each has a description covering at least a page - it is, however, slightly confusing to discover that, for example, the page with "Encounter: 17b" at the top in large bold letters is not a variant of Encounter 17, but simply the second page of that encounter description.
Each encounter type also includes at least one specific group or NPC in detail, and, in a nice nod to the past, these include such familiar characters as Biturian Varosh. These help put a face to a general encounter such as "Sartarite Farmers", illustrating how they can actually be used in play. Many are detailed enough that they serve as plot hooks that could lead to short GM-written scenarios.
The special encounters are somewhat different. These are unusual events, such as odd meteorological phenomena, or finding mysterious ruins, as well as meetings with unique NPCs, such as the Puppeteer Troupe. Most of these are relatively briefly described, as strange bits of scenery one might come across, with some entries being as short as a single sentence, while others go into more detail. As a result, most aren't really plot hooks, but rather ways of showing off the unusual environment.
After the scenarios, the book concludes with write-ups of six cults not included in KoH. These include Heler, Eurmal, and Odayla, all of which were previously seen in Storm Tribe for Hero Wars; Argan Argar and Babeester Gor, who haven't been properly written up since RQ3 days; and Kolat, who has never had an official cult write up at all until now. Taken together with KoH, this is all of the regular deities of the Sartarites, although the Tarsh exiles also worship Maran Gor, who we've yet to see, and Yelmalio is popular in some places, too. The latter, though, belongs more properly in the Pavis book, which will be the next one in the series, so his absence here is entirely expected.
The cult write ups follow essentially the same format as in KoH, at least for the four relatively normal deities on the list. Eurmal, being a god of the occasional outcast nutter, doesn't quite follow the usual scheme, and the writers do a fairly good job of pointing out all the huge disadvantages of worshipping him. Playing an Eurmali is, as it should be, therefore something of a challenge, and they're much better suited to being sidekicks who can get the PCs into trouble rather than heroes in their own right.
Kolat is the first proper look we've had at a shamanic, spirit-based cult. The book expands on the information in the appendix to the HQ2 rules, as well as listing numerous types of spirit on which the Kolating can call. The write-up gives the impression that Kolatings are rather more limited in their magic than followers of theistic cults, with their abilities generally being narrower, as well as giving them what could be quite a complex series of taboos that they must not break. This may well be intentional, emphasising that the Heortlings are predominantly a theistic culture, with little room for strange spirit wranglers. On the other hand, a Kolating does have magic that's different from everyone else's (at least in an all-Heortling campaign), and that difference alone can be an advantage.
It's perhaps worth noting that Serdodosa, Kolat's female counterpart, gets no more than a passing mention. Doubtless there wasn't room for two spirit cults in the book - Kolat's is the longest cult write up here - but hopefully we will see her described properly at some point, along with Maran Gor, and perhaps some of the more obscure options.
In part 2, I will look at the scenarios included in the Sartar Companion.
One negative point is that the proofreading does not appear to have been done to a very high standard, with a number of jarring typos throughout the book. Having said that, its not as bad as it was in the early Hero Wars books, or some of the Mongoose books, for that matter. I've seen much, much, worse in other published RPG products, but that doesn't mean there isn't room for improvement. Perhaps the instance most in need of an erratum or clarification is the description of the walls of Runegate, which manages to contradict itself within the course of a single paragraph! Other than that one example, however, the intended meanings are usually clear.
The contents of the book are something of a random assortment, which is only to be expected in a "Companion" volume. That is, the book includes all the bits they couldn't squeeze into the already large Kingdom of Heroes. In a similar vein, as the title implies, the book is of little use if you don't own the previous one. Unlike KoH, though, virtually everything in this is GM-only information, with only the 40 or so pages dedicated to cults being of much use to players. Character generation and general background were, after all, fairly well covered in KoH.
Broadly speaking, the book can be divided into four sections: background, encounters, scenarios, and cults.
The background section describes the city of Jonstown and the towns of Runegate and Clearwine, along with several other locations, such as the Old Wind Temple and the Starfire Ridges. Much of this is directly linked to the scenarios later in the book, and a few "For more information, see p. XX" tags might have been helpful as a result. Some locations, such as Two-Face Hill, are therefore described into two different parts of the book, with neither making reference to the other. Having said that, everything in this section is stand-alone, and much of it serves as detailed background for gaming.
Places such as Jonstown are described in some considerable detail. Town plans in the style of those in the first book are included again, but here there is more emphasis on individual characters within the city, and the material is even more directly relevant to play. There are some oddities here and there, where NPCs are described as "very hard" to defeat in combat, or whatever - apparently regardless of who the player characters are. This is the sort of thing that makes perfect sense in a scenario, but putting such things into a background description that doesn't have a specific narrative feels rather odd. Of course, its easy to ignore, and is doubtless useful information for someone, so its a little unfair to actually complain about it.
The emphasis in the locations is fairly strongly on the Colymar clan and their local geography. For some reason, the Colymar have never particularly interested me, but given the scenario in the previous book, it does make sense to expand on them here. It can also provide useful ideas for anyone wanting to strike out with their own tribe, and gives groups the opportunity to feel that a particular corner of Sartar is more "theirs", without official publications contradicting it. And material on large and important places like Jonstown should be useful to everyone, regardless of their choice of tribe.
In addition to what is really some very good location writing, the background section of the book also includes a section on dragonewts, which is useful but adds little to what long-time fans already know, and a bumper section of 100 rumours in the old True/False/Mostly True/GM Choice/Meaningless format from the RuneQuest days. Nostalgia aside, a good GM can get a lot out of this section, and its a welcome addition.
The next major section focuses on encounters. There is an actual random encounter table, rolling percentile dice against the terrain type to generate possibilities, although, of course, its use is entirely optional. (As an aside, there is no explanation of what percentile dice actually are - since they are never used in the HQ2 rules, its apparently just taken for granted that you already know. On the other hand, one might well argue that that's not an unreasonable assumption for Glorantha players!) There is also a table showing the typical weather in Sartar throughout the year which, if you'll pardon the pun, should help set the atmosphere.
The book includes 42 typical encounters, and 31 special encounters. The typical encounters include things such as merchants, Lunar patrols, dwarves, and broos. Each has a description covering at least a page - it is, however, slightly confusing to discover that, for example, the page with "Encounter: 17b" at the top in large bold letters is not a variant of Encounter 17, but simply the second page of that encounter description.
Each encounter type also includes at least one specific group or NPC in detail, and, in a nice nod to the past, these include such familiar characters as Biturian Varosh. These help put a face to a general encounter such as "Sartarite Farmers", illustrating how they can actually be used in play. Many are detailed enough that they serve as plot hooks that could lead to short GM-written scenarios.
The special encounters are somewhat different. These are unusual events, such as odd meteorological phenomena, or finding mysterious ruins, as well as meetings with unique NPCs, such as the Puppeteer Troupe. Most of these are relatively briefly described, as strange bits of scenery one might come across, with some entries being as short as a single sentence, while others go into more detail. As a result, most aren't really plot hooks, but rather ways of showing off the unusual environment.
After the scenarios, the book concludes with write-ups of six cults not included in KoH. These include Heler, Eurmal, and Odayla, all of which were previously seen in Storm Tribe for Hero Wars; Argan Argar and Babeester Gor, who haven't been properly written up since RQ3 days; and Kolat, who has never had an official cult write up at all until now. Taken together with KoH, this is all of the regular deities of the Sartarites, although the Tarsh exiles also worship Maran Gor, who we've yet to see, and Yelmalio is popular in some places, too. The latter, though, belongs more properly in the Pavis book, which will be the next one in the series, so his absence here is entirely expected.
The cult write ups follow essentially the same format as in KoH, at least for the four relatively normal deities on the list. Eurmal, being a god of the occasional outcast nutter, doesn't quite follow the usual scheme, and the writers do a fairly good job of pointing out all the huge disadvantages of worshipping him. Playing an Eurmali is, as it should be, therefore something of a challenge, and they're much better suited to being sidekicks who can get the PCs into trouble rather than heroes in their own right.
Kolat is the first proper look we've had at a shamanic, spirit-based cult. The book expands on the information in the appendix to the HQ2 rules, as well as listing numerous types of spirit on which the Kolating can call. The write-up gives the impression that Kolatings are rather more limited in their magic than followers of theistic cults, with their abilities generally being narrower, as well as giving them what could be quite a complex series of taboos that they must not break. This may well be intentional, emphasising that the Heortlings are predominantly a theistic culture, with little room for strange spirit wranglers. On the other hand, a Kolating does have magic that's different from everyone else's (at least in an all-Heortling campaign), and that difference alone can be an advantage.
It's perhaps worth noting that Serdodosa, Kolat's female counterpart, gets no more than a passing mention. Doubtless there wasn't room for two spirit cults in the book - Kolat's is the longest cult write up here - but hopefully we will see her described properly at some point, along with Maran Gor, and perhaps some of the more obscure options.
In part 2, I will look at the scenarios included in the Sartar Companion.
Labels:
Gaming,
Glorantha,
HeroQuest,
review,
Sartar Companion
Sunday, 21 November 2010
Lords of the West: Update 3
As many of you probably know, if you follow the Gloranthan mailing lists, my Facebook page, and so on, progress on Lords of the West has definitely been picking up recently.
Having said that, I should begin by saying that I have, as yet, no further news on LotW2: Kingdom of the Flamesword. It has a publisher, but no release date or further information. There is no reason to suppose this won't happen at some point, but for the moment, you'll just have to wait.
Progress on the Jonatela material that could potentially have formed LotW4 is slow but steady. The material currently available at my website deals with the more mundane aspects of Jonating life, the workings of the government, and what can laughingly be called the justice system. Obviously, Jonatela is not a very nice place, especially if you're a peasant, and this inevitably colours the material, but it's still enjoyable to write, so I'll keep on doing it. This background stuff will soon be finished, and I'll then move on to starting to compile a gazetteer of interesting places to visit across the kingdom, emphasising some of its magical power as well as its murky peril.
But what's really cool, of course, is the news about The Book of Glorious Joy, which incorporates bits of LotW1 with most of LotW3. As you can see, the cover has been completed - and a very fine piece of work it is, too, showing a valiant Loskalmi wizard-knight charging through a dark and chilly landscape so typical of many parts of Fronela. The interior artwork is well under way, and you can see a sample at the d101 Games product page. Proofing and editing are all completed, and the publisher is aiming at a release in January or February. As always, these dates can slip, but in this case, I doubt it will be by very much.
Having said that, I should begin by saying that I have, as yet, no further news on LotW2: Kingdom of the Flamesword. It has a publisher, but no release date or further information. There is no reason to suppose this won't happen at some point, but for the moment, you'll just have to wait.
Progress on the Jonatela material that could potentially have formed LotW4 is slow but steady. The material currently available at my website deals with the more mundane aspects of Jonating life, the workings of the government, and what can laughingly be called the justice system. Obviously, Jonatela is not a very nice place, especially if you're a peasant, and this inevitably colours the material, but it's still enjoyable to write, so I'll keep on doing it. This background stuff will soon be finished, and I'll then move on to starting to compile a gazetteer of interesting places to visit across the kingdom, emphasising some of its magical power as well as its murky peril.
But what's really cool, of course, is the news about The Book of Glorious Joy, which incorporates bits of LotW1 with most of LotW3. As you can see, the cover has been completed - and a very fine piece of work it is, too, showing a valiant Loskalmi wizard-knight charging through a dark and chilly landscape so typical of many parts of Fronela. The interior artwork is well under way, and you can see a sample at the d101 Games product page. Proofing and editing are all completed, and the publisher is aiming at a release in January or February. As always, these dates can slip, but in this case, I doubt it will be by very much.
Sunday, 1 August 2010
Triceratops Really Did Exist Shocker!
Yes, folks, the famous three-horned dinosaur Triceratops did, in fact, actually exist.
I can tell you're shocked. Because you wouldn't know it, if all you had to go on was this article.
The short story is that it turns out that the skeletons we know as Triceratops were (probably) immature versions of a rather similar beast named Torosaurus. As Triceratops aged, the shape of their frills and horns changed, until they ended up looking like the animal we previously called Torosaurus. The two "different" dinosaurs are, in fact, the same thing - it's just that one is older.
The question is, if the two are the same animal, what do we call it? After all, you can't go around calling the same thing by two different names, at least not if you need to be scientifically precise. One of the two existing names has to be the official name, and the other must be "wrong" (or, at least, out-dated). But which is which? The gizmodo article linked above is quite clear about the answer: Triceratops never existed, and from now on we all have to call them "Torosaurus" instead. This is, to be blunt, utter bollocks.
Gizmodo got its story from an earlier version at boing-boing. You'll note that the writer of that piece has the honesty to say that he doesn't know which of the two names is now the correct one. The gizmodo writer obviously leapt to the conclusion that would give the most dramatic headline, and continued from there, without bothering to check further. This sort of thing is, sadly, not unusual in journalistic reporting of science stories.
The boing-boing writer may be honest, but he doesn't get off the hook, either. He got his story from a New Scientist article here, but he either didn't read it all, or didn't understand it. Because they got it 90% right: "Torosaurus will now be abolished as a species and specimens reassigned to Triceratops". The only bit wrong in that sentence is that Torosaurus is not, and never was, a species - it's a genus, or group of closely related species.
Tracing this tale of Chinese whispers even further, we find the original paper that sparked it all off, which is here. Okay, so you can't read the full article without putting up some money, but the title makes it all pretty obvious - and is the exact opposite of the gizmodo article. But "Torosaurus never existed, it was just an older version of Triceratops" sounds less sexy than what they came up with, and who cares about the facts? Even if I hadn't already known that it wasn't true (and, more importantly, why - which I'll get on to in a minute), it wouldn't have taken me more than a mouse click and a couple of minutes reading to find out.
So you can't believe everything you read on the internet. Who'd have thought, eh?
I suspect this 100% reversal of the story may have something to do with the fact that, superficially, it sounds plausible. If scientists can decide that Pluto is no longer a planet, why mightn't they decide that something else we're very familiar with isn't real either? Indeed, it wouldn't be the first time. The name Brontosaurus really did bite the dust, and those animals were re-assigned to the genus Apatosaurus, which is now the official name of the beasts we all used to call "brontosaurs". And, let's be honest, brontosaurs were well up there among the list of best-known dinosaurs, just as Triceratops is. Chances are, only Tyrannosaurus and Stegosaurus are likely to come close in terms of public familiarity.
Now, if your favourite dinosaur was, in fact, Torosaurus (fairly unlikely, I know), you are out of luck. That name has, as the New Scientist and JVP articles make clear, genuinely been given the boot. Or, at least, it will be if this study is properly confirmed and agreed to be correct - which, by the looks of things, it probably will be.
So, why is it that way round? It obviously isn't because of simple common sense, or Brontosaurus would still be with us.
The rules on how animals get their scientific names are laid down by the International Commission on Zoological Nomenclature. These include, among other things, a rule on what to do when two animals you previously thought were different turn out to be the same. And it's quite a simple rule: you pick whichever name is the oldest.
This can, it must be said, sometimes produce some odd results. Sometimes the older name turns out to be more obscure than the newer one. Presumably, you didn't find very many specimens of the animal you gave the older name to, or they just weren't very good specimens (which might explain why you didn't realise that the newer one was the same thing). This is, more or less, what happened to Brontosaurus.
But the first scientific description and naming of Triceratops was in 1889, a full two years before Torosaurus in 1891. As it happens, they were discovered by the same man - the famous American palaeontologist O.C. Marsh; but that's by-the-by, and its hardly surprising that he thought they were different. The point is that Triceratops is the older name, and it therefore has to be the one that's kept.
You wouldn't be allowed to have it the other way round even if you wanted to. Triceratops is real. Them's the rules.
(Top picture is of Triceratops, lower one is of Torosaurus. Both from Wikimedia Commons.)
I can tell you're shocked. Because you wouldn't know it, if all you had to go on was this article.
The short story is that it turns out that the skeletons we know as Triceratops were (probably) immature versions of a rather similar beast named Torosaurus. As Triceratops aged, the shape of their frills and horns changed, until they ended up looking like the animal we previously called Torosaurus. The two "different" dinosaurs are, in fact, the same thing - it's just that one is older.
The question is, if the two are the same animal, what do we call it? After all, you can't go around calling the same thing by two different names, at least not if you need to be scientifically precise. One of the two existing names has to be the official name, and the other must be "wrong" (or, at least, out-dated). But which is which? The gizmodo article linked above is quite clear about the answer: Triceratops never existed, and from now on we all have to call them "Torosaurus" instead. This is, to be blunt, utter bollocks.
Gizmodo got its story from an earlier version at boing-boing. You'll note that the writer of that piece has the honesty to say that he doesn't know which of the two names is now the correct one. The gizmodo writer obviously leapt to the conclusion that would give the most dramatic headline, and continued from there, without bothering to check further. This sort of thing is, sadly, not unusual in journalistic reporting of science stories.
The boing-boing writer may be honest, but he doesn't get off the hook, either. He got his story from a New Scientist article here, but he either didn't read it all, or didn't understand it. Because they got it 90% right: "Torosaurus will now be abolished as a species and specimens reassigned to Triceratops". The only bit wrong in that sentence is that Torosaurus is not, and never was, a species - it's a genus, or group of closely related species.
Tracing this tale of Chinese whispers even further, we find the original paper that sparked it all off, which is here. Okay, so you can't read the full article without putting up some money, but the title makes it all pretty obvious - and is the exact opposite of the gizmodo article. But "Torosaurus never existed, it was just an older version of Triceratops" sounds less sexy than what they came up with, and who cares about the facts? Even if I hadn't already known that it wasn't true (and, more importantly, why - which I'll get on to in a minute), it wouldn't have taken me more than a mouse click and a couple of minutes reading to find out.
So you can't believe everything you read on the internet. Who'd have thought, eh?
I suspect this 100% reversal of the story may have something to do with the fact that, superficially, it sounds plausible. If scientists can decide that Pluto is no longer a planet, why mightn't they decide that something else we're very familiar with isn't real either? Indeed, it wouldn't be the first time. The name Brontosaurus really did bite the dust, and those animals were re-assigned to the genus Apatosaurus, which is now the official name of the beasts we all used to call "brontosaurs". And, let's be honest, brontosaurs were well up there among the list of best-known dinosaurs, just as Triceratops is. Chances are, only Tyrannosaurus and Stegosaurus are likely to come close in terms of public familiarity.
Now, if your favourite dinosaur was, in fact, Torosaurus (fairly unlikely, I know), you are out of luck. That name has, as the New Scientist and JVP articles make clear, genuinely been given the boot. Or, at least, it will be if this study is properly confirmed and agreed to be correct - which, by the looks of things, it probably will be.
So, why is it that way round? It obviously isn't because of simple common sense, or Brontosaurus would still be with us.
The rules on how animals get their scientific names are laid down by the International Commission on Zoological Nomenclature. These include, among other things, a rule on what to do when two animals you previously thought were different turn out to be the same. And it's quite a simple rule: you pick whichever name is the oldest.
This can, it must be said, sometimes produce some odd results. Sometimes the older name turns out to be more obscure than the newer one. Presumably, you didn't find very many specimens of the animal you gave the older name to, or they just weren't very good specimens (which might explain why you didn't realise that the newer one was the same thing). This is, more or less, what happened to Brontosaurus.
But the first scientific description and naming of Triceratops was in 1889, a full two years before Torosaurus in 1891. As it happens, they were discovered by the same man - the famous American palaeontologist O.C. Marsh; but that's by-the-by, and its hardly surprising that he thought they were different. The point is that Triceratops is the older name, and it therefore has to be the one that's kept.
You wouldn't be allowed to have it the other way round even if you wanted to. Triceratops is real. Them's the rules.
(Top picture is of Triceratops, lower one is of Torosaurus. Both from Wikimedia Commons.)
Sunday, 11 July 2010
Lords of the West: Update 2
I thought I'd post an update to clarify exactly what is happening with the Lords of the West books. As most of you probably already know, the books will no longer be published by Moon Design, but have been taken up by other publishers. One of those publishers has not made a formal announcement yet (that I know of), although it's probably not desperately hard to work out who it is! So, to summarise what has been announced:
The Book of Glorious Joy
This will be published by d101 Games, and will be a bumper volume including most of the material from both LotW1: Heroes of Malkion and LotW3, the book that would have covered Loskalm. We're working to make it self-contained, although many of the cults from LotW1 will lack detailed descriptions or rules sections, since a "book of cults" wasn't considered very desirable. There is no definite release date for the book as yet, although we're hoping to have it out by the end of the year, and work is already underway on art and layout.
One chapter of LotW3 has, in fact, already been published. It is available in Hearts of Glorantha #4, available from d101 Games via lulu.com. This is the chapter covering Junora (which does, unfortunately, to some extent make reference to the as yet unpublished remaining chapters). It is graced by some wonderful artwork by Peter Town, and, of course, is accompanied by articles by many other great authors - it's well a worth a read. The magazine is available both as a hardcopy, and as a (cheaper) PDF file.
Monday, 5 July 2010
Continuum 2010
I have just returned from the 2010 incarnation of Continuum, the biennial games convention. I have, of course, mentioned this before, and now its back again! I have to say that this seemed, even by the high standards of Continuum, and its predecessor, Convulsion, to be a particularly good event. So far as I could tell, everything was running smoothly, and there was certainly plenty to do throughout the whole weekend.
Of course, a lot of the time was, as always, spent socialising and drinking (so much so that the bar ran out of cider on Saturday evening - fortunately they obtained more for the next day). As always, the conversations were eclectic, and covered much more than just gaming - such as the precise distinction between Prussia and Brandenburg, the funereal habits of the middle-eastern Neolithic, and methods of promotion in the Royal Navy during the 18th century. Because such things are, of course, more important than anything involving, say, footballs.
But, of course, we're there mainly for the gaming. I managed to get into four games over the course of the weekend, which, with seminars in the mornings, out-of-tune singing on Saturday night, and me shouting at people on Sunday evening, made quite a full timetable. The first game was a Glorantha HeroQuest adventure (just published in Gloranthan Adventures), which resulted in much craziness, and dropping of roofs on top of undead sparrows.
On the Saturday, I played in a scenario for the hard SF game River of Heaven. If you've not heard of that before, it's probably because it hasn't yet been published - apparently it should be out by the end of the year. Hard SF doesn't seem to get much of a look-in when it comes to RPGs (although I'm sure one could argue about just how hard is 'hard'), but this setting did look quite interesting from the brief glimpse we got. The scenario itself, concerning a crisis on an STL interstellar cargo ship, was written and GMed by the game's designer, John Ossoway, and gave us plenty to do, without it being too difficult to follow the relevant details of the setting.
On Saturday evening, that was followed by a free-form set in Kingsport, Massachusetts. I was playing a thinly disguised Herbert West, amidst a steadily growing mountain of insanity, much of which revolved heavily around snakes. By the end of the scenario I was was turned into a brain-eating zombie, which seems appropriate enough, under the circumstances. In short, this was a very fun free-form, and one where I managed to keep constantly busy (I've been in some before where this wasn't the case), which I'd recommend if it's run again.
And then, on the Sunday, I played in a game based on the 1960s TV series Captain Scarlet and the Mysterons. I played Destiny Angel - I'm sure you can see the resemblance. The GM was obviously very well versed on the show - certainly far more than I was - and did a good job of working in its various conventions, as well as using a brilliant set of props. All in all, very well done, and a lot of effort looked to have gone into it.
In terms of my own publications, it looks as if much of volumes 1 and 3 of Lords of the West should be out in time for Dragonmeet, although no promises on that one. It's looking highly likely that these will, in fact, be published under a single cover, which will make quite a substantial book. There is no specific news on a release date for volume 2, as yet.
And, of course, the best news: there will be another Continuum in 2012. So that will definitely be something to look forward to!
Of course, a lot of the time was, as always, spent socialising and drinking (so much so that the bar ran out of cider on Saturday evening - fortunately they obtained more for the next day). As always, the conversations were eclectic, and covered much more than just gaming - such as the precise distinction between Prussia and Brandenburg, the funereal habits of the middle-eastern Neolithic, and methods of promotion in the Royal Navy during the 18th century. Because such things are, of course, more important than anything involving, say, footballs.
But, of course, we're there mainly for the gaming. I managed to get into four games over the course of the weekend, which, with seminars in the mornings, out-of-tune singing on Saturday night, and me shouting at people on Sunday evening, made quite a full timetable. The first game was a Glorantha HeroQuest adventure (just published in Gloranthan Adventures), which resulted in much craziness, and dropping of roofs on top of undead sparrows.
On the Saturday, I played in a scenario for the hard SF game River of Heaven. If you've not heard of that before, it's probably because it hasn't yet been published - apparently it should be out by the end of the year. Hard SF doesn't seem to get much of a look-in when it comes to RPGs (although I'm sure one could argue about just how hard is 'hard'), but this setting did look quite interesting from the brief glimpse we got. The scenario itself, concerning a crisis on an STL interstellar cargo ship, was written and GMed by the game's designer, John Ossoway, and gave us plenty to do, without it being too difficult to follow the relevant details of the setting.
On Saturday evening, that was followed by a free-form set in Kingsport, Massachusetts. I was playing a thinly disguised Herbert West, amidst a steadily growing mountain of insanity, much of which revolved heavily around snakes. By the end of the scenario I was was turned into a brain-eating zombie, which seems appropriate enough, under the circumstances. In short, this was a very fun free-form, and one where I managed to keep constantly busy (I've been in some before where this wasn't the case), which I'd recommend if it's run again.
And then, on the Sunday, I played in a game based on the 1960s TV series Captain Scarlet and the Mysterons. I played Destiny Angel - I'm sure you can see the resemblance. The GM was obviously very well versed on the show - certainly far more than I was - and did a good job of working in its various conventions, as well as using a brilliant set of props. All in all, very well done, and a lot of effort looked to have gone into it.
In terms of my own publications, it looks as if much of volumes 1 and 3 of Lords of the West should be out in time for Dragonmeet, although no promises on that one. It's looking highly likely that these will, in fact, be published under a single cover, which will make quite a substantial book. There is no specific news on a release date for volume 2, as yet.
And, of course, the best news: there will be another Continuum in 2012. So that will definitely be something to look forward to!
Labels:
BRP,
Continuum,
freeform,
Gaming,
Glorantha,
Malkion,
River of Heaven,
Savage Worlds
Subscribe to:
Posts (Atom)