Wednesday, 25 January 2023

Kickstarter ending soon, and design thoughts

There are just 24 hours left on my first Kickstarter: A Fistful Of Curiosities.

Something I discovered in working on this project is that certain elements are always useful for small self-consistent curiosities.

Those elements boil down to: reasons for the thing to (still) exist, ways in which the thing is discoverable, and something to make player characters interested in the thing.

A weird medieval fantasy setting in turn shapes what those elements will tend to look like. In particular, for the ten curiosities I'm publishing, there are:

  • 4 instances of undead creatures
  • 6 instances of old location-based sorcery
  • 4 instances of huge monsters
  • 5 instances of dwellings
  • 4 instances of natural terrain features
  • 4 instances of catastrophes
  • 5 instances of cyclical or continual processes
  • 4 instances of old foreboding stonework

 


Saturday, 14 January 2023

Fantasy setting peeves: Coda

All too often in audiovisual media covering a historical or historical-fantasy setting, peasants are depicted as wearing ill-fitting, ragged, crudely-made clothing to show they're poor.

But this is a world before automation. That means four things: labour is cheap, people make and repair their own stuff, more stuff is made locally, and stuff is expensive to produce.

...So there's no reason for peasants to be wearing ill-fitting clothing. Cloth is expensive - having loose-fitting clothing (pleats, gathers, ruffles, etc) is a sign of wealth, not poverty!

...And there's no reason for peasants to be wearing ragged clothing. Nobody is so pressed for time that they can't have ragged edges repaired, when it's all but guaranteed that there's someone who stitches within spitting distance. Tears tend to get worse, wasting cloth, and again - cloth is expensive.

...And likewise there's no reason for peasants to be wearing crudely-made clothing. A ton of people are going to be competent in simple tailoring. Even when the economy is relatively monetised and goods are traded at market.

It shouldn't take more than ten minutes of thought - or a quick phone call to a domain expert - to get at least a veneer of verisimilitude. This is low-hanging fruit!

Wednesday, 11 January 2023

A Fistful of Curiosities: Kickstarter

Our new project, A Fistful of Curiosities, is now live on Kickstarter!

It's a collection of ten small, self-contained location-based fantasy mysteries. This toolkit will be great for game masters running fantasy role-playing games with pen-and-paper or at a virtual tabletop.

By backing the project before publication, you brighten our day and incidentally get the resource at a special reduced rate compared to later publication!

The Kickstarter runs for 15 days. You can check it out here: https://www.kickstarter.com/projects/periaptgames/a-fistful-of-curiosities-game-masters-resource

Monday, 9 January 2023

Four kinds of fantasy setting peeves

Personally, our peeves when it comes to the tropes in fantasy books, TTRPGs, and shows can be reduced to four categories. Our favourite works are those that are careful about all of them.

Category 1. Yes We Are Super Pedantic.

Armour made of interlinked rings has a name. It's 'mail', not 'chain mail'. If you want to be period-appropriate, you might say 'maille' or 'mayle'. Armour made of thin lames of metal has a name. It's 'lamellar armour', not 'splinted mail'. The preposterous place we're in with pervasive fantasy armours that are mis-named or just plain stupid can be traced back to Victorian antiquaries and burgeoning medievalists like Grose and Meyrick. They chose to use 'mail' to mean 'metal armour', contra its historical meaning, and invented a bunch of armours (banded mail, tegulated mail, splinted mail, etc) that are historically unattested!

A gorgon is a mythological monster or demon from ancient Greece with a visage that turned people to stone. Stheno, Euryale, and Medusa were the names of the three gorgons. Medusa, and in later stories all the gorgons, had serpents for hair. Medusa was the only mortal gorgon. Having 'medusas' and then unrelated 'gorgons' is like calling countries 'australias' and then saying that the word 'countries' means 'sports teams'.

Historically, alchemy has been more about enlightenment, spiritual refinement, and purity of the self, than it has been about mystical proto-chemistry.

Necromancy means getting information from the (spirits of the) dead, not animating dead bodies.

...And so on.


Category 2. No Thought Given to Consequences.

'Fantasy' doesn't mean 'anything can happen at any time without underlying rule or predictable reason'. That's a description of a dream sequence, or certain strains of postmodernism. Sometimes we get peeved by encountering medieval facades with no real thought given to the consequences of having magic and monsters.

Even something as seemingly essential as the towering stone castle is the product of social and political forces: castle building is a consequence of a fractured state that lacks strong central coordination, instead delegating power to local or regional leaders willing and able to use violence to maintain control. Those leaders build castles (i.e., fortified residences of local elites often used for administration including taxation) to (generally) shore up their vulnerabilities and (specifically) as a vital defence against their nearby peers, in a context where land is wealth and the central state isn't powerful enough to police them.

Castles exist in those conditions as long as there are the resources to make them, and as long as there aren't technologies that can trivially defeat them. Note that castles were replaced by star fortresses in the era of powerful artillery. Lots of common fantastic elements can defeat stone walls at a distance or under cover of stealth: flight or levitation, rock-to-mud or other transmutations, giants or other really big creatures, instantaneous travel, earthquakes, and powered-up versions of mundane siege attacks, like tunnelling, throwing big rocks, or inflicting plague or demoralisation. Such elements entail fewer castles - or none, if they are sufficiently available. Maybe star forts are the way to go in this particular fantasy setting. Or bunkers. Or enormous moats. Or maybe magic is the only defence that works.

Of course, if fantastic elements make it easier to build castles, that provides an impetus in the opposite direction. If good permanent masonry can be conjured by any town magician, then yes, castles might be everywhere despite being permeable to magic... but also, every town will be furnished with multiple curtain walls, aqueducts, tall stone buildings, stone roads, and so on.

In general, every fantastic element in a setting needs to be considered in terms of: how does this affect the overall milieu? If every other mage can send a magical message a hundred miles and every town has at least a couple of mages, what does that imply for a ruler's ability to receive information, wage war, and administer the state at a distance? Because it's sure not governed by the speed of a messenger on horseback any more.

Category 3. Assumptions Based on Modern Culture.

Writers all too often take for granted that some aspects of a free, capitalist society will just show up in a setting: a cash economy, an absence of individual obligations to people higher in the pecking order (or a lack of a pecking order), freedoms of speech and movement and so on, and a modern sense of morality where things like 'don't torture animals' and 'don't execute prisoners' are obvious rather than a weird joke.

Obviously some of these things are desirable to have in a setting just so that readers or players won't be icked out. And obviously if a game or novel requires its audience to pursue a comprehensive course of historical/sociological/economic study before they can engage with it, that game or novel is limiting itself in a pretty major way. But if a setting has these things, it should have a reason to have them. It's not actually that difficult to do - 'gods literally exist, they desire these things for a reason X, and they have worked to implement them by means Y' gets you most of the way there in one sentence. Our peeve is when the world is 'modern Western civilisation with the serial numbers written in Blackletter' and that's just ...how it is. The average powerless pre-industrial commoner can go where they want, choose where to work, says what they want to who they want, has money and spends it, doesn't live in fear of the powerful, and is a devout utilitarian ethicist. Without any of the necessary structures to enable that.


Category 4. Maladaptive Feedback Loops.

There's something that's happened since the dawn of TTRPGs. Game masters - or players - excise the parts of the rules they don't like or don't see the need for. The least popular rules get ignored, popular house-rules spring up and pass on, and in the worst case, poorly-laid-out rule books result in certain good ideas just never making it to the table. Popular voices spread their own gameplay changes through the hobby - first through magazines, then blogs, now social media - and widespread changes in gameplay result.

Later generations of designers create new editions of old games, or make their own new games, based on the way they remember playing or the way people seem to want to play. The feedback loop completes. Some innovations are for the better, but useful material is also lost.

And so you get big successful games about delving into dungeons with whole books oriented towards game masters which somehow forget to teach said game masters how to properly run a dungeon delve. Or sections on realm management which boil down to 'wing it', where bygone editions had exceptional rules for that baked in. Or wilderness survival rules so brief and generous that choosing the right starting character negates any possible wilderness survival gameplay.


Well, so what?

In our own work, we like to put together material that bears all these things in mind. We said 'peeves', but really, it's about forming a cohesive, interesting whole that won't turn off a reader who knows too much and doesn't expect too much out of a new reader/player who's coming from a different genre, style, or expectation.

Friday, 6 January 2023

Almanac of the Archaic

Our newest publication, Almanac of the Archaic by Mara Leatonne and Ben Meadows, is now available for sale at DriveThruRPG! Affiliate link here: https://www.drivethrurpg.com/product/422278/Almanac-of-the-Archaic?affiliate_id=3594489

It's a miscellany of strange and fascinating pseudo-historical esoterica.

Do you know the difference between an amphisboena and an iaculus? Does your list of "ways to occupy time when becalmed at sea" extend beyond "bemoan ever setting out on the voyage"? Have you heard of unlikely cures for poor health that involve milk baths, suffumigations of herbs, mithridatium, ground mummy, and frying dog hairs?

Almanac of the Archaic takes the bygone beliefs, droll remarks, fanciful factoids, and fragmentary descriptions of selected Late-Medieval and Renaissance European sources, expands them, twists them in strange new ways, and mixes in some complete fabrications. We've then sorted all that content and compiled it into thematic lists which the GM can use as random dice tables, the writer can wander through for inspiration, or the casual reader can pick through with fascination.

Learn insulting names and defamatory epithets, from "gibbet-foot lurker" to "scoffing breechsmear".

Explore town games and pastimes, from "knockpate" to "tip-and-hurl"!

See more rogues than you can shake a stick at - "cursitors", "gallows birds", "glimmerers", "moon cursers", "resurrection men", "priggers of cacklers", and more.

Discover 100 condescending nicknames to give to a familiar cook, including "Cram-gut", "Goodman goosecap", "Loblolly", "Old grizzle", "Slabber-chops", and "Snapgulch".

Up your malison game with imprecations and curses like "March on, ye cannibals, ye blood-thirsty lions!" or "Thou art the devil's own housekeeper!"

Read about feast dishes, from "fresh herrings, full roed" to "soused hogs' feet" and "whole roast flamingos".

Consider some titles of imagined texts...

  • The Carnivorous Ape's Paternoster
  • The Prophecies of Sophisters, by One Who Looks Far
  • Upon the Luminescent Sphere of the Moon: Reflections Upon its Likely Aqueous Nature
  • Temple Politics, by a Learned Friar
  • The Gallimaufry of the Theologues: A Disdainful Poem in Sixteen Parts

Untangle the hidden meanings of a hundred prophecies...

  • "Horned cattle shall protect the flame from death"
  • "Plants will be seen left without leaves, and the rivers standing still in their channels"
  • "The high walls of great cities will be seen inverted in their ditches"

Get inspired by the contents of abandoned mines, abysses, and deep caverns: black-watered Stygian lakes! Bones of great fishes spilling from the rock walls! Immense heaps of slag glittering with grains of gold! Black dogs which roam incessantly along the cavern ceilings!

And including our personal favourite, twenty unusual kingly deaths, ranging from "bitten by monkey" and "incidental beheading" to "laughed to death" and "trampled by rhinoceros".

Almanac of the Archaic is divided into six sections:

  1. Respectable Trades and True Rogues
  2. Food, Physick, and Witchcraft
  3. Learning and Sagacity
  4. All Things Strange and Fantastical
  5. Battle, Expedition, and Lordship
  6. Farming and the Lives of Peasants

And it's filled with 83 esoteric tables (and a staggering 2500 table entries) in the vein of:

  • Contents of a Rogue's Coat Lining and Fob-pockets
  • Methods to Reveal Invisible Writings
  • Enchanted Items and Objects of Legend
  • Serpents and Their Nemeses
  • Outlays for Nobly Bedecking a Giant, Per the Exchequer
  • Less-Iconic Knights of the Round Table
  • Dire Battlefield Injuries

You can get Almanac of the Archaic now at DriveThruRPG by following our affiliate link: https://www.drivethrurpg.com/product/422278/Almanac-of-the-Archaic?affiliate_id=3594489


Monday, 2 January 2023

Quality and Quantity of Player Choices

Just some brief design musings. Player choices are perhaps the most important component of TTRPG play. They're certainly one of the very...