Showing posts with label fantasy. Show all posts
Showing posts with label fantasy. Show all posts

Friday, 18 September 2026

Fantasy Fantasy League

Fantasy Fantasy League.

 

I've just released the full version of Fantasy Sports Fantasy League for pay-what-you-want!

It’s more or less a TTRPG, but not like anything you’ve played before. Instead, it's a “fantasy epic” blended with “fantasy sports league” game.

Fantasy character cutouts compete on a stylised sports field.

 

Be a manager. Draft your characters. Have them compete to play their role best in a grand fantasy story. And win points!

With this 1.0 update, the game now has artwork, lots of examples of play, tons of optional rules, printable sheets for table use, and a Creative Commons license.

Get it for pay-what-you-want at…
 


Perfect for people who might like to get into fantasy sports from their background of enjoying fantasy roleplaying games, or vice versa.

 

Four pages from the game, on green background. D20 tables. Character creation.

Try playing a season with friends and let me know what you think!

Stylised fantasy character cutouts face off.

 

Saturday, 29 August 2026

Forgotten Engines

Forgotten Engines title. Swords, robots, and rayguns.

 

The warrior wields a raygun. The conjurer casts Knock to let the sapient trilobites out of the cryo-chamber. The thief has a plan to trick a dragon into fighting the crazed robotic lizard that's currently trashing the facility.

 

Robots! Dinosaurs! Lasers!

Forgotten Engines adds confused Neanderthals, ancient fungoids, and shiny hoverpacks to your swords-and-sorcery roleplaying game.

This 65-page supplement is crammed with ancient advanced technology and time-displaced beasts. It's designed for use with The Black Hack – or you can adapt it for any old-school tabletop RPG.

As if you needed a justification for putting robots and stasis fields in your fantasy setting, Forgotten Engines provides a history of those prehistoric super-intelligences, the Desperate Fungoids, and the flight of their civilisation ever further forwards in time in an attempt to escape their doom.

 

Crammed With New Content

Thirty techno artifacts, from robotic exoskeletons to deployable containment chambers, railguns and rayguns for all occasions, and the Magnificent Autodibble!

Prehistoric beasts: mammoths, fungoids, proto-troglodytes, nautiloid hiveminds, uplifted terror lizards, cyborg apes, and psychic tree ferns!

Random tables for robots of all shapes and sizes!

A surprising number of ways to be hit by mega-laser blasts fired from the moon!

 

Science Fantasy Dungeons

To help create adventures, there's:

Setpiece ideas like "out-of-control robot tank guarding a mothballed munitions factory" and "crashed geodesic biodome sinking into swamp, systems running down in odd ways"!

Random site modifiers: Escaped aliens! Mutagenic gas! Gravity free zones! Caveman uprisings!

New spells and odd NPCs to be found in Desperate Fungoid city ruins!

 

Miracles of the Ancients

Includes a Creative Commons license for hacking, and an alternative PDF for small screens and home printing.

Available now:

https://periapt-games.itch.io/forgotten-engines

https://rpg-trader.com/products/8864/forgotten-engines

https://www.drivethrurpg.com/en/product/581529/forgotten-engines


Friday, 29 May 2026

1d20 wizardly afflictions

In the vein of 1d20 spells from a cursed spellbook, here's 

1d20 wizardly afflictions

An afflicted, staring wizard face.
Art by Perplexing Ruins

  1. Localised portent. The patient's viscera rearranges into meaningful forms. Small objects nearby may transform into birds or comets.
  2. Mano-a-manomania. An uncontrollable obsession with magical duels. Treatable with high dosage antimagic.
  3. Sympathetic polymorph. The patient reflexively takes on the forms they magically impose on others.
  4. Partial possession. Intermittently under the control of imps or quasi-elemental spirits. Contagious.
  5. Cetaceanthropy. Transmitted by bite (usually a disease of krill). The patient swims amok on the night of the full moon.
  6. Antimitosis. Sometimes called 'void disease'. Incurable reverse aging accompanied by disintegration of bodily tissues.
  7. Clone narcissism. Obsession with the perfection of one's own form, growing in a vat.
  8. St Belthin's Fever. Infection occurs during thunderstorms. Symptoms include glowing eyes, shivers, electrical discharge.
  9. Intestinal bookworms. Ubiquitous parasitic reminder about proper hand hygiene while reading mouldering tomes.
  10. Persistent featherweight. A lingering spell reduces the patient's mass. Prolonged affliction causes brittle bones and muscle atrophy.
  11. Psychic papercut. Stinging pain in the mind brought on by telepathically reading recklessly fast.
  12. Orb-gazer's wrist. Strain caused by the weight of an overheavy head resting chin-on-upturned-palm.
  13. Oak gall stones. A solstice-time disease, thought to be caused by mishandling of galls during preparation of magical inks.
  14. Chronic hubris. Pathological egotism characterised by challenges offered against the gods. However, see also early onset apotheosis for differential diagnosis.
  15. Transitive curse. A tomb-hex heritable from mentors, yes-men, and ideological allies.
  16. Wand splinter. Burrows deeper to get away from any tweezers not made of meteorite iron.
  17. Petridermis. Overuse of protective spells leads to gradual stoneification of the patient's skin. Very bad for the pores.
  18. Prophetic bones. Generally benign. Affected bones have a telltale ache on planes where the concept of weather does not exist.
  19. Component magnetism. A lingering magnetic attraction to moss, sulfur, dried spiders, guano, and so on. Brought on by reckless overreliance on telekinesis.
  20. Early onset apotheosis. A traumatic rupture in the godhead leads to total or partial deification.


I had been thinking about Discworld's magical afflictions (like 'planets'), and that made me wonder what sort of bedevilments the Thirty Wicked Wizards would suffer from.

Book spread. Characters from 30 Wicked Wizards.
 

For more build-your-own wizardly fever-dream content, check out my zine, Wiki Articles Are Wizards [citation needed].

Book spread. Utterly forbidden wizardly knowledge. Torn pages.


Thursday, 25 December 2025

The Verdant Chamber: A dungeon room

Deep in the dungeon there's a smooth green cyst in the bedrock. Trapped within, a weird organic sludge waits for a chance to begin its expansion once again.

If you open the door, it may bury the world in slime.

 

The Verdant Chamber: It's growing.

 

Merry Christmas! Here's a dungeon room for you, courtesy of the 2025 Onegeon Jam on itch.


Cross-section diagram of the fleshy green filaments in the Verdant Chamber. Labelled with 1d20 possible descriptors, from 'bulbous' to 'wobbling'.


Thursday, 11 September 2025

'Consume alien': Reviewing Encounter Critical

...You ever hear of Encounter Critical by Riley and Ireland? A long-forgotten piece of amateur RPG design from the 70s, originally published "on a school mimeograph" and sold through hobby stores, and now available only as a scan.

Battered book cover. Encounter Critical: A Science-Fiction Fantasy Role Play Game

It's one of those early masterpieces in which fantasy and science fiction tropes collide. And yes, that does mean the currency is "gold credits".

Quest into the slaver kingdoms or hurl yourself into the galaxies of space to find wealth and destiny. Your tactics and your character are yours to control as you undertake ENCOUNTER CRITICAL.

...Of course, it's a joke. This "forgotten gem from 1978" was created by S. John Ross in 2004, with flourishes such as advertisements for an official Gazette (a newsletter in four supposed issues), as well as a reference to "a forthcoming line of Encounter Critical miniatures" and a search for a book deal.

Originally it was cast back in time 26 years from the true 2004 publication. Now 21 years have passed in turn.

How does the hoax hold up?


Copyright notices in home-press 1978 style

🛸 The aesthetic is perfectly on point: typewritten; amateur; hand-crafted and hand-drawn; retro; photocopied

🛸 The prose is breathlessly earnest, and preoccupied with its own relationship to conventions of war gaming

🛸 The game is full of sci-fi plagiarism and the kind of dated sexism obsessed with 'seduction' and 'doxies'

🛸 It's the classic nine-stat system we all know and love: Adaptation, Dexterity, ESP, Intellect, Leadership, Luck, Magic Power, Robot Nature, and Strength.

Um
A description of the Robot Nature stat: How mechanical you are, and how absorbed into the society machine.

The insane retro creativity of Encounter Critical

You roll for character race. Possibilities include, on the fantasy side, 'Amazons', 'Frankensteins', and Hobbits I mean 'Hoblings'. The purloined sci fi IP includes 'Klengons', 'Planetary Apes', and 'Vulkins'.

You can also play as a 'Wooky' and be penalised for wearing armour, although of course 'a Wooky will seek out magical rings or energy armor when it is available'.

You also have a chance to end up as...


Table outcomes include monster or were-monster.

You also may be a mutant, and therefore suffer from character traits such as Cannibal Urges, Allergy to laser, Unusual Sexual Gifts, or Self-Consuming Brain.

The writing mostly serves the "lost 70s indie game" in-joke, but also has its genuine funny moments:


Text. It is unrealistic to require characters to qualify for a character class; many people are very bad at what they do. Certainly, nobody asked us if we were qualified to design this game.
 

Amateur indie design 

The mechanics, while harking back to OD&D, very much like they're just being felt out.

🛸 Warriors get followers and/or animal companions, and an underdetermined number of multiattacks.

🛸 Hit points, damage, and number of monsters appearing, are given as ranges instead of the underlying dice codes.

🛸 The nine stats barely interact at all with the (percentage-based) class abilities, only underpinning the general character abilities.

🛸 Instead, a class's key stats give xp bonuses or penalties. So does Intellect, which means it'll stack for the classes with Intellect as a qualifying stat (pioneer or warlock). If they roll maximum Int they will get +20% experience as well as "a 10% chance at experience bonus", i.e., 10% chance of doubling.

🛸 The terminology is slightly inconsistent.

🛸 The game is stuffed with percentage tables.

In these ways and others, it's all deeply connected to OD&D (while taking sniping pot shots at that game).


A big table stuffed with percentages. Text helpfully states that warlocks may use invisibility to become invisible.

The book is laid out as if you pull out the middle pages to use at the table. Pages 23 and 27 are ("mistakenly"?) transposed, breaking the table of monsters.

Which includes extremely compelling types such as: Asteroid Worm, Bee Girl, Dragon of Wisdom, Rogue Robodroid, Sky Piranha, and:

Various giants. Gjenie. Goblin. Godzilla. Haunted Quick Sand. etc

(The entry for the Phasic Wolf helpfully notes that it is "phasic in nature".)

The intended 70s style rings true, IMO

An incautiously designed disease table gives you a chance of getting a brain disorder from sex work. Or you could get the "Pestilence of Dark Withering" or "Curse of Seven Hundred Minds" from a rusty nail.

Character sheet extract. Important people known. Things of note eaten and met.

There is a combat system which somehow combines simplicity, percentage rolls, underspecification, and assuming an understanding of how OD&D did things.

Does the ranged weapon table have "sling", "musket", "tommy gun", and "phasic sniper rifle" on it? Yes. Is it possible to do more damage with the sling than said rifle? Yes.

The text is very persnickety and period-appropriate, with pot shots at house rules and gaming styles, etc. It describes its spells as "correctly balanced", snubs spell levels, and says the authors prefer "a more science fiction approach where a spell is a spell".

(Speaking of spells, I love that a science fiction game has a spell that lets you travel... 500 miles.)

Text. Characters do not earn points for acquiring money, since money is its own reward and does not realistically teach us what we don't already know.

The inscrutably-named abilities are pretty great. Consume alien, Ensorcel, Illicit, Machine friend, and See the future all on one character sheet!

...And Seduce, of course. I've draw a veil over all the gendered stuff, but it's there – doxies, amazons, succubuses, etc. While it's clearly intended as a send-up of the 70s trappings, and works as such, the benefit of another 20 years makes it feels awkward and unnecessary. Rather than making a lot of content actually hinge on it, it could have been presented as a one-note joke.

Character sheet extract. List of percentile abilities, from Alchemist to Unpleasant order.
 

The world of Encounter Critical

In the accompanying adventure, goblins are stealing the brainwaves of abducted girls to fuel up a spaceship in a warlock's lair.

This takes place in the game's setting: "Vanth, a fantasy world of adventure". (Is Vanth just Xanth, but different?)

It comes, of course, with a map:

Partial map in cartoon style. Landmarks include The Limb Traders, Dino Island, Amazon And Wooky Freeholds, and Wonderlands. 

It feels delightfully like the kind of thing I would have been making as an early teen.

My copy of Encounter Critical is from almost twenty years ago. These days you can find it for free on DriveThruRPG. Apparently there's an updated version.

To me, this game reads like a how-it-could have been of the original D&D, like an alternate history Dalluhn Manuscript. The game that resulted from Arneson watching some slightly different films.

Well done.

Tuesday, 18 February 2025

What if every D&D power could be used at will?

Seriously, what would happen?

I think that in D&D 5e:

  • Resource tracking is fiddly, takes valuably game time, and isn't particularly fun.
  • The game's built-in resource management is one of its weakest design elements. So much hinges on the long rest mechanic that resources feel all-or-nothing. Between published adventure content and the relative lack of 'living world' rules under the hood, resting tends to be either impossible or unpunished, with little middle ground, depending on the situation. The DM gets little guidance on making it work.
  • Resource management decisions are only sometimes important, and seldom very engaging or fun, compared to the other decisions made during play. You learn good spells and tactics, and it's seldom important to change them. You may sometimes have intel leading to an opportunity to prepare differently, but the game isn't so difficult that doing so is necessary, and there isn't much in the way of DM guidance or built-in mechanics for getting intel into the PCs' hands.
  • Most of the game's rules are about tactical life-or-death combat, and therefore the game itself is about tactical life-or-death combat (although of course not everyone plays it this way). Trying to conserve resources in combat is a big gamble. After the particularly resource-limited early levels, play styles tend to converge on 'open with full broadside' and not be punished for that.
  • It is a game where characters don't just have 'powers' but extravagant superpowers, and it's highly character-focused.
  • Character classes all have a fairly similarly design, considered in the abstract. They get an array of at-will small superpowers plus various rate-limited superpowers, almost all of which can be used a low-single-digit number of times between rests. Other limiters on powers (e.g. HP or GP costs) are rare.
  • The game's balance is precarious and a DM needs to develop skill to tread the line between 'feeling dangerous' and 'being unfair'.

Let's say you mostly agree with these premises. I think it follows that making all D&D 5e powers at-will – that is, removing their rate limits...

  • Would remove part of the game, but not an important one
  • Wouldn't get rid of interesting choices
  • Would work for all classes without changing typical playstyles
  • Would lean into the existing superpowered and character-focused feeling of the game
  • Would make gameplay much faster
  • Wouldn't upset a perfect game balance that doesn't exist.

Spam spells all you like. Action surge on every turn. Put ki points on every attack; metamagic on every spell; enter rage or confer bardic inspiration whenever you can spare a bonus action.

Wizard summoning enormous demon. Photo via Adobe Stock.

This is an idle fancy – I've never seen it done. But I'd be fascinated to see how it played out. Extrapolating some consequences that seem plausible:

  1. The DM could then abandon CR and offer challenges which would otherwise be completely unfair, then see what the players come up with.
  2. If the DM created a 'too easy' encounter as a result, it wouldn't matter, because the power disparity and lack of resource tracking means the encounter gets settled in a fraction of the time that combat, spell-based trickery, or the various resource-conserving hedges usually take at the table.
  3. The DM could alternatively keep CR but remove all the rate limiters on adversaries' resources: recharges, dailies, slots, etc. (But unlike character classes, this would affect some creatures much more than others)
  4. PCs wouldn't need to keep lesser powers and spell choices for backup offense. With normal ideas of challenge abandoned there should be more situations where a particular utility spell or defence is desperately needed. That suggests that spell selection might become a more interesting decision!

Now, historically this sort of thing would lead to a worsening of 'linear fighters, quadratic wizards', but I don't think the difference would be as large in this edition of the game, at least before the highest levels. Fighters getting two actions every turn via action surge is pretty huge, for example. The biggest difference might be in high-level utility powers, the kind where you normally have one use of a valuable high-level spell slot and have to consider whether to save it for a fight. Now you could Fabricate or create a permanent Wall of stone every ten minutes, Mind blank the whole party, spam divination spells, and so on.

What other issues would you need to navigate?

  • A few character powers stop mattering. For example, second-rate but 'cheap' healing features are mostly obviated by having lay on hands or a decent healing spell. You might need to introduce some 'alternative features' available to all classes.
  • Some character powers would become irrelevant as the character increased in level. This wouldn't matter except that I doubt they're evenly distributed over character classes. You'd want to add a mechanic for swapping defunct powers out once you grow out of them, for those classes that don't already have one.
  • There are some slightly more or less resource-limited classes, and they become slightly better or worse choices respectively as a result. I don't think this matters except for warlocks, who deviate from the overarching class design patterns. They'd keep their major disadvantage (few powers) while everyone gets a better version of their major advantage (powers usable more often).
  • At the highest levels, powers (and spells especially) can become absurdly strong. But having poked around, I think only a few of them would be real trouble. It might literally just be Wish and Divine Intervention!
    • If you're abandoning material costs from spells as well as spell slots, you'd want to look at the few spells that are highly constrained by GP cost: Forcecage, Clone, Sequester, Gate, etc.
    • I might be wrong; maybe top-tier spellcasting really does outcompete other classes. You could make level 8-9 spells the sole exception to the 'infinite resources' rule, perhaps sticking to slots or limiting them in some other way (once per hour?).
    • Rogues would now get infinite Stroke of Luck as their capstone: their attacks always hit and their ability checks always succeed. I don't think this actually outshines having infinite spells, but it might be boring.
  • If the PCs' opponents also have no constraints, there might be a risk at high levels of the game devolving into win-initiative-to-win-combat, but hopefully it would lead to unique solutions.

Implications for the world

Obviously things would get absurd, especially if this is the norm for all people in the setting. But I already think the implied and official D&D settings don't actually develop most of the implications of the things that are canonically possible within them. All sorts of things (technologies, prices, lifestyles, community structures, social structures, etc) ought to look completely alien on the basis of low-level spells alone, and yet the setting (with its dramatic mixture of tech levels, dramatic mixture of society types, dramatic mixture of stakes, etc) stands unaffected.

But overall, losing even more immersion in a typical fantasy setting does strike me as a glaring issue, yes. Maybe abandoning rate limits would work in a more (post-)apocalyptic setting? One where everything is chaotic and in flux, where huge changes happen in the world very quickly, where absurdly spectacular powers are harnessed to mundane ends, and where nightmarishly powerful entities regularly make an appearance?

Saturday, 15 June 2024

Reviewn June 9: Realistic Gold And Silver

Every few days in June I’m picking a TTRPG book that’s been languishing on my shelf or hard drive, reading it, and writing a review. I don’t believe in attempting a full critique of game content I haven’t run or played, so my focus will be on discussing the work’s best ideas and keeping criticisms to text-level quibbles.

Today I’m looking at Realistic Gold And Silver, by Worshipful Satan. It’s a 21-page “guide to bringing the realistic value of gold and silver into fantasy role-playing, based on medieval England.” Arguably more about world-building than roleplaying, it aims to give “a realistic representation of the medieval value of gold and silver”, which although not “necessary or desirable in every fantasy setting, [...] should be an option available to you.”

It's a bit niche. Few games are set in medieval [implied:] Western Europe, or even in a fantasy alt-history version thereof. I don’t think there’s any reason for other Earth-like planets to necessarily have similar quantities of silver and gold ores deposited in their crusts near the surface, let alone wherever the technology to mine them has been developed. And that’s even if said planets are formed by mundane processes rather than fantastic ones.

But all of that said, I am a fan of grounding fiction in real information. The real world is full of details that the first pass of the imagination often fails to create. And for those who want a historicalesque feeling to their gameplay, getting things like coinage right is a must.

Most of this text’s content was matter I’m already familiar with, but I’m a wonk when it comes to this specific intersection of history and economics and gaming, so I think other readers might get a lot more out of it. Realistic Gold And Silver is a good primer. I'm going to look at it on its own terms: it’s a plaintext document exported to PDF, not a polished thesis.

‘Realistic’ gold and silver values

The text admits that its initial premise is something of a canard, that the wide range of places and times and specific contexts means “that we must arbitrarily choose prices for gold and silver which fit our gameplay needs.” I don't think many people approaching a read like this are going to be surprised by that.

I think that working out all coin values by weight of metal is actually a very elegant approach to the TTRPG nightmare of trying to provide a plausibly wide variety of different denomination coins as the adventurers rampage across the landscape, looting archaeological sites. I like it a lot!

  • The mechanism boils down to “Large purchases are made by measuring the weight of coins rather than by counting a specific number of coins”.
  • It means that you can have the PCs find a big bag of Somewherian silver florins and half-florins and pour them into their sack of local groats and Elsewheric ‘new pence’ and imperial sestertii and you don’t need to consider either number or face value of coins, only the weight of the silver.
  • It even works alongside bullion bars and hacksilver, and, as the author points out, works with the damaged, cut, underweight, and clipped coins that you would realistically get in any system without the technology and state power to prevent that.
  • Note that this does require that all coins of a particular metal have similar levels of purity. That abstraction may be a stretch for some people who are really into this idea, but they could easily add in e.g. one lower level of purity and track those lesser-quality coins separately.
  • Personally, unless I was leaning into the pseudo-historical aesthetic, I would pick a name other than ‘pence’ for the unit of measure/account if I was actually using ‘pennies’ as coins.

It’s interesting that the text recommends this for silver and then treats gold coins as special, counted individually rather than being weighed out. I think this against depends on whether you need that pseudo-historical feeling, but also the degree to which your campaign ramps up. If the PCs are meant to be finding hoards at tenth level that are worth thousands of times what they were getting at first level, then you might start out counting coins and face value variations for each kind of coinage, and transition to measuring each one in turn by weight as (e.g.) silver, electrum, gold, then platinum become commonplace.


I think the text’s attempt to approximate an equivalent modern-day value for medieval coins might give people some wrong ideas. The economic realities were so fundamentally different, states worked differently and their economies were less monetised, most people were growing most of their own food, and so on. People were spending proportionally much more on food because yields were lower and harder to produce at the same time as other costs were proportionally cheaper (e.g. housing could be made quickly by non-experts from cheap materials without regulation and overheads).

Instead, just let the prices speak for themselves. Which the author does:

Equipment and prices

The plausible price list for equipment is nice. It covers a fair amount of ground, mostly matching early D&D equipment lists. The author is clearly aware that you can’t really put together a reliable price list for even a relatively well-attested historical setting, and hedges appropriately (I would appreciate distinguishing in the text which prices are historically supported and which are just guesses, but again, I'm an outlier, most people aren't going to care).

  • I like the authorial commentary on little bits of the equipment list, giving context on things like the German zweihänder, the price and usage of caltrops, and disparaging the typical ahistorically high-lux fantasy oil lamps. The text includes a scattering of fantasy gear for specific purposes. I also like spices as loot.
  • I think the author overstates the case for not having gemstone faceting. But I have often thought that intaglio should be a much more common kind of treasure!
  • Amethyst was a precious stone comparable to diamond and ruby up until the 1700s. The author doesn't mention this, but I suspect had this fact in mind, as the text prices amethyst alongside the other cardinal gemstones (albeit assigning it the lowest value of them).
  • The text makes the good but oft-made point that any remotely dragonworthy hoard of gold is simply too much for verisimilitude. The author just advises against having them. My own opinion is that fantasy problems demand fantasy solutions. I can think of a few ways to set up the cosmology and world so that dragons can still have huge valuable (but not completely society-altering valuable) hoards. You do have to abandon attempts at a medieval feel, and consider the knock-on effects, though.

The classic explanation for D&D prices as gold-rush-induced-wealth-disparity has also been done to death, but the author lays it out elegantly. I would have eagerly read any extra material on these speculative fantasy parts, with guidelines for setting ‘true’ prices vs inflated ‘dungeon rush’ prices for equipment and staples, how buying vs selling are differently effected, considerations about prices of dungeon treasure based on proximity to the rush, etc.

Minor text quibbles:

  • This is a plaintext document, not fancied up. Design simplicity can be strength! In this case, though, the ragged right edge justification is hard to read.
  • The text also would benefit from an editing pass. There’s various typos, some grammar problems, and not much conclusion. Even some of the fundamentals are missing: the reader has to work backwards from disparate numbers to calculate that the author has chosen to value gold at 15× silver by weight.
  • A few intersections with game terms (rounds, xp per coin) are highly D&D-specific, but the text doesn't acknowledge this.

My favourite bit:

The last couple of pages provide very important context and commentary, and I thoroughly enjoyed them. They provide a primer on certain game-relevant aspects of pre-modern “adventure economics”. These extrapolations and speculations about fantasy economics are the kind of thing I love reading.

Where to get it:

On itch at: https://worshipful-satan.itch.io/realistic-gold-and-silver

Monday, 3 June 2024

Reviewn June 2: Dungeon fantasy monster seeds

Every few days in June I’m picking a TTRPG book that’s been languishing on my shelf or hard drive, reading it, and writing a review. I don’t believe in attempting a full critique of game content I haven’t run or played, so my focus will be on discussing the work’s best ideas and keeping criticisms to text-level quibbles.

Today I’m looking at Dungeon fantasy monster seeds, a 16-page pamphlet by Matt Riggsby and Peter Dell’Orto, published by Steve Jackson Games. It’s for Dungeon Fantasy Roleplaying Game, a ‘powered by GURPS’ game. This little resource just collects and compiles the bonus monster ideas from the game’s crowdfunding campaign.

The Dungeon Fantasy RPG has been on my “want to play or run” wishlist since I started following Peter D’s blog many years ago. This expansion wouldn’t make much sense without the basic Dungeon Fantasy materials; I believe I got it a little while ago from a Kickstarter.

Gameable content:

This is just sixteen pages, but they provide plenty of old-school style world content. All of it, at least to me, hearkens back to AD&D days.
  • One idea is capturing a crushroom for sale to guard a druid’s grove. It’s reminiscent of AD&D dragon prices.
  • I’m always on the lookout for diegetic reasons that the dungeon would be restored to a hazardous state. In DF, that’s bronze spiders.
  • An ancestor’s draugr bodyguards wear delicate golden jewellery, vulnerable to fire.
  • Werewolves inhabiting a dungeon might round up herds of animalian monsters, driving them in waves towards delvers.
  • Gargoyles that attack by actually spitting water, a defining feature of real gargoyles (which are both artistic flourishes, and fundamentally designed to keep erosive water away from building).
If the goal was to spike a reader's interest in Dungeon Fantasy RPG, it succeeded.

My favourite bit:

A troll smart enough to be a wizard! Or perhaps a cleric of a trollish god. TTRPG trolls can be a bit played-out, so it’s always good to mix in some fresh ideas. Juxtaposition (the primeval, bestial troll with its unstoppable physiology; the sagacious, finesse-based, usually frail wizard) is often a good way to get that.

Where to get it:

https://warehouse23.com/products/dungeon-fantasy-monster-seeds-pdf

Sunday, 26 May 2024

Upon training your character's replacement

I was thinking about the value of a long time scale for fantasy TTRPG adventures, and how it actually ties in neatly with many aspects of old-school style of play:

  • Gold-as-xp, and treasure-hunting as the foundational mode of play
  • Delves and expeditions
  • A slower, more plausible pace of character advancement including training costs for levelling up
  • Costs for character death; replacement characters who aren't automatically the same power level as their predecessor
  • Emphasis on investing in a base, community, big player-driven projects, and other aspects of the game world
  • Social connections, hirelings, delegation, and realm play
  • A slower or more 'realistic' time required to recover from injury

Castle flanked by griffons

Let's say you implement seasonal play, as in e.g. http://udan-adan.blogspot.com/2017/01/the-long-haul-time-and-distance-in-d.html. The PCs have a meagre initial home base. They have some local adventures and make some coin. Enough that they can plan a modest expedition, one that will take months. They come home and spend their wealth, advancing their characters, improving their base, and acquiring the resources for a big expedition, one that will take seasons to complete.

Now let's build on this basis, by adding some game elements to do with character advancement, followers, and character replacement, and see what other common rules might be tweaked.

Character advancement

Character advancement has a cost in looted wealth (e.g., at 1 gp = 1 xp or whatever works with your game rules). Up to half of looted wealth can be used for training; the rest is available for improving the characters' lives and pursuing their goals in other ways.

The requirement that xp must be from looted wealth (e.g. dungeon treasure) ties it back in to the idea that the characters are getting something out of their experiences on delves and expeditions, and also prevents advancement based on capitalism; it feels gamey, but not TOO gamey.

Looted wealth is used to pay for training, tutors, study materials, and so on. Early on, these things are readily available. At higher levels, they might have to be sought out in the world, as it gets harder to find more advanced texts, teachers more skilled than your character, and so on.

Character advancement therefore represents costly, high-intensity learning and study (with an undertone of the character having gone out and had perilous experiences, resulting in both the necessary wealth and the motivation to excel in the training). Advancement takes a long time; let's say a season per level. You could have a more fine-grained system with an increasing time requirement, though.

Followers and character replacement

From say level 2 or 3, players can acquire a number of followers. In D&D-likes, we might say they have followers up to one third of their Charisma score. In those games that already have fleshed-out follower mechanics, you'll need to call them something else or combine the systems.

Followers are just characters like any other, starting at level 1, created with the same character creation rules. They are distinguished from hirelings and other NPCs by an understanding at the table that they are essentially backup PCs; in particular, they won't ever betray the PCs, and they won't be killed 'off-screen' unless the players decided to send them into danger.

Players can invest looted wealth in their followers to advance them, exactly as for their primary PC. This has the same training costs and time and so on. A PC's followers can advance to 1 level lower than the PC and no further.

In-world, followers are squires, apprentices, butlers, bodyguards, family members, and so on. Some of a PC's followers might be their own apprentices (if the same class). But the wizard could retain a loyal housecarl, or the barbarian might have adopted a witch. And some of a PC's followers might be apprentices of other PCs.

The crucial detail for all of this: A player's next character will be drawn from their pool of followers. 

If a player's character is safe back home, the player may choose to retire that character, taking all its wealth and social connections and so on with it. If they choose retirement, the player can have some decent portion of the character's experience transferred directly to their followers, including their new character. Let's say, 50% of earned experience, with no more than 20% allocated to any one follower, and no advancement further than the level of the retiring character. Importantly, the old character then becomes a tool of the GM and is kept out of the way, not a free resource for the remaining PCs to hit up at any time.

But if a player's character dies, the player either takes on a new character at starting level or chooses a candidate from their followers.

Rescuing a ship with incredible strength

Tweaking the rules

This framework works best when the cost of character advancement increases drastically with ever level (as in most editions of D&D). That way, a PC isn't terribly disadvantaged by diverting a split of their wealth/xp to maintain a small coterie of backups.

The GM may need to tweak the total size of wealth awards, and/or give a small bonus to any xp allocated to followers (so that it doesn't feel like the current character is losing out). There should be a balance; players should feel a tension between the risk of investing in their PC and the surety of investing in their followers (in case their PC dies).

Different play groups can organise things differently. One player could pick another's follower as a replacement if they agree, and possibly if a bonus/weregild is paid to compensate. Players could trade followers. A group might decide to divert some initial split of their loot into a set of replacement characters, then treat them as a communal resource.

Followers are also a resource in themselves, providing spells and character abilities and so on, giving additional incentive to invest in them. However, in a world where returning from death is cheap and easy, players won't feel as compelled to 'waste' xp on maintaining a pool of followers. The GM might need to make resurrection spells cost additional wealth/xp, or improve the rate of return on follower advancement, to balance it out.

This system would be easily adapted to a playstyle where everyone plays multiple characters at the same time.

Fighting a giant snake

What are the benefits?

So going back to that initial list of old-school play elements...

- Gold-as-xp, and treasure-hunting as the foundational mode of play
- Delves and expeditions

This framework, being predicated on plundered gold-for-xp, puts the focus squarely on treasure-hunting. Having a long time frame and big expeditions also helps emphasise the sheer amount of wealth in the adventure location: it's worthwhile planning a trek across the sea, continent, or world for.

- A slower, more plausible pace of character advancement including training costs for levelling up
- Costs for character death; replacement characters who aren't automatically the same power level as their predecessor

This framework achieves these while offering the players a lot of important choices. The long time frame with seasonal expeditions means that there are regular opportunities for the characters to advance via lengthy training without the pace of adventures precluding it, and without the game devolving into fine-grained in-world scheduling puzzles.

- Emphasis on investing in a base, community, big player-driven projects, and other aspects of the game world
Having increasingly huge amount of treasure in more distant and difficult-to-get to dungeons, alongside increasing wealth costs for levelling up, also helps with game world investment. PCs can do social climbing, come up with their own megaprojects, invest in capital, build fortresses, improve their communities, and so on, with the half of their looted treasure that they can't use for character advancement.

Having an expedition 'off season' (winter) creates room to breathe, and for PCs to get entangled in whatever the player finds compelling: planning, hiring, selling treasure, magic item creation, wheeling and dealing, starting a family, capital investment, politicking, dealing with long-term campaign events, and so on.

- Social connections, hirelings, delegation, and realm play
Expedition-based play encourages use of hirelings, and managing a coterie of followers ties in well with managing hirelings and paves the way to realm-based play. Travelling for a long time to an adventure location necessitates retaining staff or paying friends back home to tend to the character's other, broader concerns while the character is off adventuring.

- A slower or more 'realistic' time required to recover from injury
Not everyone cares about verisimilitude, but for those of us who do, the long time scale and the group of followers together permit a GM to tweak rules and powers towards needing long-term recovery. A character who gets injured has the time required to heal up before the next expedition. When a character is knocked out of a delve due to injury, their player isn't sidelined for a session or two; they have followers with them who can go in instead. Or they can attempt the risky proposition of having their PC continue while seriously injured, knowing they have the backstop of having levelled followers back home if 'injured' turns into 'dead' as a result.

Trekking up a glass mountain

...And finally, as the Against The Wicked City article noted, players will have a chance to actually update the age written on their character sheet.

Thursday, 8 February 2024

Character class: Gestalt of magic items

Game idea status: Non-instantiated; untested

The pitch

In your next tabletop role-playing game, you play as a mismatched assortment of sapient magic items. You are seeking like-minded paraphernalia to add to your burgeoning hivemind. Underneath the magical finery and glowing gemstones is a small, timid commoner who doesn't really know what is going on, but who you have formed a fierce attachment to.


Being a magical treasure hoard

Character idea: You are four or five magic items, of various levels of intelligence and various capabilities. Parts of you can move. Others can perceive their environment. Others can communicate with the fleshy types, or puppet their movements. You work in superb co-ordination, each making the others stronger, and forming a gestalt entity stronger than the individual nodes in your network.

Possible appearance: An old biddy is napping in an ornate wooden throne which walks on four clawed feet, careful not to wake her. She grips a glowing sword as she snoozes – its blue blade dances this way and that, clearly moving her bony arm rather than the other way around. A griffon's head graven upon a shield glares from the top of the throne, held by an animated rope. In the old lady's lap is an hourglass absolutely dripping with fretwork skulls; within, the sand is frozen in time.

Motivation: You are lonely and incomplete. You seek missing members of once-paired items, objects of particular aesthetics to complete your look, magical swords of similar alignment, bored cursed amulets, and so on.

Terminology: You are a gestalt entity. Your prospective compatibility with other sapient magic items you might come across is your gestalt personality. The person you have convinced to carry all of your components around (the ones that can't carry themselves) is your host. They perform tasks for you and in return you shower them in good luck, ability bonuses, conjured food, saleable abilities, magical protections, and adventure.

Legal status: Chances are, the local magistrates' willingness to recognise you as a self-actualised individual is highly questionable. Even in the kind of utopia which does grant personhood to smart objects, you are likely still on the run from covetous dragons and other unsavoury types.

Niche protection: Are you kidding me?


Possible magic item: A carved jade guardian lion affixed to an ornate golden platform


Player characters and hosts

These objects have achieved concordance, or at least codependence, through a history of amicable cooperation. They fundamentally want to remain together; they have no interest in being separated.

Therefore, the character is never at risk of being "parcelled out" by other PCs.

Sapient artefacts are notoriously difficult for a living wielder or wearer to get on with nicely. You have problems of:

  • Personality or alignment conflict
  • Jealousy or disparagement of other magic items (and their different nature or perceived utility)
  • Jealousy of the capabilities of the living, or criticism of their perceived weaknesses
  • Pridefulness; expectation of obedience or submission from all other than the item's maker
  • Disrespect of the long-lived and unbreakable for organic intelligences
  • The desire to be carried at all times, to be treasured, to be maintained and given consideration above the bearer's more intrinsic goals
  • Items having instinctual control over their wielder or wearer in various ways, and unwilling or unable to suppress it for long

It's a rare person indeed – and a meek, biddable one – who meets all the slightly different criteria of a whole assemblage of such items.

Therefore, the character is not at risk of disappearing because it "makes sense" for some other PC to wield and wear them all at once.

At some point, the gestalt entity's host – a person who is probably regarded as something between a valued servant, a sapient home, and a fascinating pet – might die. This is not sufficient reason for another PC to stand in, except as an extremely short, uncomfortable stopgap until the gestalt entity can travel to a population centre to begin the long, arduous search for another truly suitable host. This may or may not be considered a form of character death, dependent on the nature of the particular game.


Possible magic items: Assortment of axes


Game mechanics

Take a character sheet and some scissors, and cut away everything but the important box which says 'equipment list'.

I'm not going to go so far as to instantiate this character class for any particular game system.

Obviously it's going to take some GM work. The following guidelines occur to me.

How to handle advancement:

  • Start out with four or five magic items, able to communicate amongst themselves telepathically, visually, and/or tactilely. Between them they should have the ability to move around, communicate with other folks, protect themselves, perceive their environment, and do something that could be leveraged to make money to pay their way. They should also have a short list of utility or battle powers – say, one per item.
  • The player should be (e.g.) picking from a set of pre-prepared candidate objects/powers rather than getting to pick all the details of the magic items for their starting gestalt character.
  • For character progression, switch up between unlocking new powers per item, and adding new friends to the convergent hivemind. This character class is the perfect use case for 'found advancement'.
  • Try to treat this as special; seed the world with possibilities. Don't just say "you're level seven now, so I guess another magic tiara with a compatible personality shows up and integrates with you. Here are its powers." Ideally, you should provide the player characters with leads and clues as to all sorts of things out there in the world and/or lost long ago, and if they pursue the more difficult, elusive, and dangerous ones, the rescued artefact is correspondingly stronger as a reward (after all, the other PCs will be getting more experience because of the higher challenge).

Possible items and powers:

  • Three cuts from the elsewhere axe open a semi-permanent portal to wherever the last such cuts were made. Also breaks into extradimensional spaces.
  • Hood of invisibility blinds the wearer while making them invisible. Not too much trouble when other items in the gestalt can do the seeing.
  • Old slippers of agility are very comfortable; improve reflexes and stealth; worn through at the heels.
  • Cursed hat of headlessness flies through the air carrying small weights; seeks legendary 'hatrack of lichkind'.
  • Wand of force emanates dangerous gravitational waves and can be used to get around in a pinch.
  • An old artefact has expended all its uses as a rod of reincarnation but can still summon woodland creatures and force them to sing.
  • Classic flying carpet has powerful mobility and speed, little intelligence, follows its fellow objects like a lost puppy.
  • Scarf of glittering fascination seeks other accoutrements in complementary colours; grants wearer powers of hypnosis and authoritative voice.
  • Demanding helm keeps full-face visor open except to turn aside blows; acts as immovable rod in times of great and specific need.
  • Half-finished golem, creator's whole civilisation long dead and their secrets gone with them, is missing its voice, one arm, and ability to turn around.
  • Just the left glove of giant strength only provides said strength to the left side of the body; yearns for its twin.
  • Animated tent can pitch self and walk short distances, dragging things with it; also predicts the weather and cleans shoes and tack.
  • etc.


Peril, hit points, and death:

  • The host should have baseline commoner statistics, likely boosted by some of the magic items in the gestalt. The person's hit points and skills and things never really go up, and don't matter too much. The player playing the gestalt entity is just kind of puppeteering them, just like the gestalt entity is in-world.
  • It's possible to play this kind of character in 'high score mode', where the goal is to keep the same host alive for as long as possible while racking up as many magic items discovered and checked for compatibility as possible.
  • Alternatively, to better fit in with other character types in a game where everyone is meant to experience true peril, the GM needs to do some work. I mentioned above that you can treat host death as character death by making it incredibly difficult to find a new host: the magic items can't get the quality of life they prefer without a host, so if it happens, they disappear from the campaign.
  • You can also start rolling saves or tracking hit points and hardness or making destruction checks or whatever your system already uses for smashing objects up. This means it needs to be possible to repair at a similar pace to the in-game healing rate; that might already shake out of the system neatly, or you might need to make it a property of one of the sapient items.
  • Regardless of approach, you could usefully level threats directly towards the aggregated items. After all, everyone wants a magic object or two, and this set is hanging around in the possession of some nobody! Alternatively, some of the items might be cursed or diabolic or spiritually aligned, in danger of being exorcised or corrupted or disenchanted. Note that a lot of players really hate when their characters are stolen from or kidnapped, so tread carefully with this.


Possible magic item: Ornate statuette in the shape of a hand decorated with reliefs

Let me know

If you've tried this or something like it!


Other reading

Willful weapons and the trouble they cause: https://www.sjgames.com/pyramid/sample.html?id=1648

Interesting magic items: https://periaptgames.blogspot.com/2023/04/a-puzzle-from-1978-ad-1st-edition.html

Ideas for awoken magic items: https://githyankidiaspora.com/2015/04/20/wake-up-magic-items-wake-up-dccrpg/

A history of swords with ego: https://www.paulsgameblog.com/2018/01/28/ego-through-the-ages/

Difficulties with intelligent swords: https://www.tenkarstavern.com/2012/12/intelligent-swords-in-ad-1e-whats-with.html

Sapience in AD&D: https://periaptgames.blogspot.com/2023/04/a-puzzle-from-1978-ad-1st-edition.html


Thursday, 23 November 2023

This month's writing

Here at Periapt Games I've just reached the first milestone on some fantasy monster design work for an upcoming book. The first milestone is "all the content is drafted". The second milestone will be getting through all the playtesting and ensuing revisions; third is finishing the supporting text and copy-editing; fourth is the layout being done; fifth is the art being finalised and proofs approved; etc.

(A major lesson in writing for production is that the actual writing is only a sliver of the process.)

What's my philosophy of fantasy monster design?

A monster should be easy to run. It should be plausible and/or fit a specific setting. It should be fresh. It should touch on classic tropes, but should also be weird. It should be easily tweaked or be presented alongside minor variations.

That means...

Aberrant grazers. Sorcerous byproducts. Creatures that lurk, beguile, and trap. Entities which warp the world around them. Small things made giant. Spells escaped from spellbooks and given form. Swarms which actually work the way they ought to. Monsters that are also transdimensional portals. The world's largest garden pest. Ethereal spirits lurking at the heart of permanently raging storms. And many many more.

And maybe whatever this thing is?

Hopefully I'll be able to share a more substantive update before the end of the year!

Friday, 27 October 2023

Put Flourishes, Fairy Tales, and Folk Beliefs in Your Fantasy World

Something fantasy world builders tend to do is

  1. Take some interesting little aesthetic notion, often borrowed from a story, a history book, folklore, or a random generator;
  2. Transform it into a fantasy element with thematically appropriate magical properties.

And that's great. But this is a call to sometimes not transform that little notion into actual 'functional' magic!

Earth's history is absolutely crammed full of little details, curiosities, artistic elements, superstitions, taboos, dead-end inventions, beliefs, art forms, and rumours that don't map onto anything impactful/real/important/true. Why wouldn't a fantasy world be similarly overflowing with these?

We live in the information age and people now still believe all sorts of completely preposterous things, not even as a matter of survival or entrenched cultural memory. In a classic pre-industrial fantasy world where the ground state is ignorance, people are going to deal with the great mysterious unknown around them by (a) trying to work out what works, and (b) just making stuff up. Both types of 'information' will be propagated. That's how people work, and the people in your fantasy world should feel like people.

Here's some suggestions.

Superstitions about dangers

Not every supposed way of keeping the monsters away actually does something. How boring would that be? Our world is full of superstitions meant to keep away monsters which don't even exist. That means you should add popular measures against goblins, vampires, spirits, ghouls, ogres, drakes, basilisks, and so on which simply do not work.

Remember: Nobody has enough information to know what's true and what's not. Even if the idea of confirmation bias has been invented in your world, the average uneducated person isn't going to have heard of it, and won't truck with it if they somehow have. Just like the average undereducated person in our world, and again – we're in an information age.


Superstitions about locales

Some places are sacred or taboo because of personal local history, not because of an innately magical nature.

You can have a big old battlefield without ghosts, and deep dangerous pits that aren't bottomless. The holy grove can just be regular holy rather than regularly dispensing miracles. If nobody goes to the place where the wicked Old Master was stoned to death, it doesn't have to be a portal to the realm of punishment, and the place where his sprawling manor was burned doesn't have to be a nightmarish megadungeon.

It's fine if some places work like this. But a world without unfounded local superstitions rings hollow.

Fairy tales, folk lore, and mythology

Here's a list of the world's fairy tales. There are many thousands of them and the list is incomplete. Like the vast majority of information from history, the most fairy tales never survived to pass into the written record. Note that none of these stories, as far as we can tell, are true.

The good news is that there's so many of them, you can just grab a few at random to fling into your own world and nobody's going to be familiar enough with the corpus to tell.

Folklore is deep and broad.

How about this rule of thumb: for every fairytale and mythological creature you put in your fantasy novel or game, add one that's not actually real in-world, just folklore being perpetuated. Fairies are real in the fantasy world, so people there believe in little fluttering proboscidate flingletons, which aren't. The inscrutable sphinx is real, so people believe in the twelve-metre-tall caustic tintosmaum, which isn't.


Religions, creation myths, and philosophy

Without making a claim in any particular direction, if you assume the world's major religious beliefs are incompatible with each other in terms of truth value, then a logical minimum of 5.4 billion people make a false set of beliefs central to their world view. And a possible maximum equal to the world's current population of 7.9 billion.

Now, I'll grant that (again, avoiding particular claims) our world doesn't have fantasy RPG clerics getting their daily allotted three or dozen or thirty verifiable magical miracles. But truth spreads slowly outside the information age. The existence in a fantasy setting of an extremely interventionist real pantheon (if you use that classic TTRPG trope) doesn't actually preclude local worship of a supposedly interventionist fake pantheon. Doubly so if it takes expertise to distinguish clerical magic from other kinds of magic.

It all depends on the nature of your cosmology, but personally I like when deities are standoffish or nonexistent, and weird new cults and religions pop up like mushrooms, and everybody thinks they're worshipping the real god(s) but there's no way, or no practical way, to be really sure. That rings true to me.

Either way, I suggest including some religious ceremonies that don't do anything (except make people feel good and forge stronger community bonds and so on). Religious rites don't have to have direct supernatural outcomes. You don't have to take the D&D route of turning blessings, ceremonies, funeral rites, holy water, holy symbols, etc, into spells and items with practical gameplay effects.

Pseudosciences and fake magics

Things like astrology and alchemy and the system of medieval humours needn't be in-game systems of magic or science. It's fine if you do want to play things that way, because these pseudosciences are flavourful and people have enough familiarity with them that they know what to expect (widespread modern misunderstandings of what 'alchemy' really meant notwithstanding). But if you do, you should definitely invent new pseudosciences for your fantasy people to get caught up in.

Again: People in our world, where magic doesn't exist, have believed in all sorts of magic, on the back of no evidence whatsoever. People in a world where they can occasionally see magic working should be more likely to have their minds open to such things.

That means that alongside pseudosciences, a fantasy world should have 'pseudomagics'. Piscomancy! Rust prevention magic! Soliferrous auras! Longevity rituals! Charms against moths! Whole new fields of supposed arcana! Is that local warlock a low-level magic-user, an ambitious dabbler with exactly one trick, a deliberate con artist, or completely deluded? It should be very difficult for a non-expert to tell.

Our actual history also has tons of objects that people placed significance in and ascribed powers to. Consider for example the 'Sator square' (an acrostic word square in Latin). It puts out fires. It eases childbirth. It cures toothaches. It's the basis for a love potion. It cures aquaphobia. It finds witches. Inscribe it on bread to cure rabies and insanity. Write it in pigeon blood to make a wish come true. Etch it into your fingernails to cure jaundice.

The Sator square obviously doesn't actually do any of those things. But people really believed it did. A fantasy world should have all sorts of things like this.


Terrain features

Our planet is home to lots of remarkable, awe-inspiring geography. In a low-technology world, real-world terrain can be a big challenge. Mountain passes can be extremely deadly because of the low rate of success of people tackling them, not because they're haunted by spirits or dimensionally scrunched or stalked by a gigapredator.

For every fantasy terrain element, include at least a couple of mundane ones.

Rumours

A healthy proportion of rumours should be completely spurious. But from a TTRPG gameplay perspective, don't go overboard. Make sure some rumours are very obviously false, as well as some more subtly false ones.

A neat effect for verisimilitude is to spin up false rumours based on things the player characters did or witnessed.

Flourishes, artworks, and personal styles

A neat little aesthetic detail doesn't have to be enhanced by fantasy (meta)physics.

A company of mercenaries march with a noose instead of a battle standard; it has no magical powers. The local villages have a specialist crop; it doesn't give you temporary hit points or make you levitate or drool blood, it's just funny-coloured pears. A distant monastery teaches a distinct style of martial arts that isn't supernaturally powerful. And some distant monasteries stick to beekeeping, illuminating manuscripts, and overeating.

We know of lots of little artistic embellishments, hoaxes, and weird experiments from pre-industrial history. The Voynich manuscript is a big one. People made sword blades with guns attached (and vice versa) as early as the 1500s. Sure, things like this can be the basis for unique powerful artefacts, but they don't have to be. Some of them should be prototypes that just don't work, or novel weapons that aren't actually as good as well-established ones, or an artist's cryptic drawings of a dream they had, or deliberate hoaxes. The strange, mysterious, whimsical, and exotic doesn't have to be translated into 'it's magic and has purpose X'. People on Earth have made all sorts of strange, mysterious, whimsical, and exotic things; all of them have been mundane, and they have been no less special for that.

Part of the Voynich Manuscript

Conclusion

To make a fantasy world feel real and lived-in, don't just fill it with fantasy. Remember to add little human-feeling elements from the real world, where pretty often a cigar is just a cigar.

Friday, 29 September 2023

Fantasy pseudo-anachronism part two: Aetheric boogaloo

Following up on yesterday's post, here are some thoughts on pseudo-anachronisms that didn't end up in the main article.


Additions

First, there were a couple of pseudo-anachronisms I had intended to mention. Nice beds with mattresses and pillows are major investments, certainly not something every person owned, even when they're just pallets made from straw sitting on the floor. (If you think a bed is expensive today, consider that it would have been a large fraction of a house's value in many pre-industrial places and times.) Also, inns for travelers to stay in. Inns were only common on major roads, pilgrim and trade routes, and in cities and market towns. The chances of a random village having an inn would be close to zero, even a village in the middle of civilisation. And even in a reputable inn, it would be a luxury to get your own private bed that you didn't have to share with a couple of strangers or traveling companions, let alone getting your own private room!

To have nice beds and pervasive inns in our fantasy world, we need a reason to have a culture of travel, in particular to non-notable destinations. We also need a cheaper way of making sleep furniture – maybe some ancient artefact has been churning beds out at a rate of fifty per day for thousands of years, or maybe there's a widespread plague of puffball pigeons (all feathers and no flesh), or maybe when a domesticated slime dies it dries up into something superficially like a beanbag chair.

Second, reader Lauren suggested the addition of "well-lit rooms after sunset". It's true! If you've tried to light a room with candles before, you've found that candle light is really very weak. Any kind of fire doesn't, uh, hold a candle to electric lighting. Lauren also pointed out that many modern people are used to the ambient light pollution of a big modern city; complete darkness is very disorienting. It's hard to keep your balance standing up in true darkness, let alone move around, but TTRPG rule penalties are often just a slap on the wrist. As with many things, inconvenient truths get handwaved away unless they provide excitement in the game.

I think well-lit rooms at night is particularly common in visual arts and film, where the viewer's ability to see most of the shot is pretty much the most important thing.

So 'convenient modern lighting' is a fantasy pseudo-anachronism. It's one that any number of fantastic technologies could solve (glowing magical crystals, cold-burning lanterns, the ubiquitous luminescent dungeon wall fungi, minor spells and charms, enchanted or holy candles, unusually bright domesticated fireflies, rushlights from the will'o'wisp marshes, whatever). Think carefully before making it a solved problem for the common person, though: clean, cheap, portable, bright light like we have at hand nowadays is a powerful technology. It takes terror away from the night and eclipses and deep dark caves. It drastically changes warfare. It changes sleep patterns and therefore labour patterns and local economies. It removes a constraint that can serve to drive gameplay.




Missing technologies

Rarely, fantasy takes things away from the generic 1300s-to-1600s technological milieu, rather than adding pseudo-anachronistic technologies.

For example, central heating, chewing gum, concrete, contraception, ice skates, and lighthouses were all invented thousands of years ago. I've seen a setting where characters in a snowy town had no way to cross a lake which froze every winter. And there's no excuse for not having a lighthouse guarding the dangerous shoals near a major wealthy port city. Some of the others aren't likely to come up, depending on what kind of ground the fantasy is going to cover.

Complex financial instruments, too, are fairly old (the word "credit" appeared in English in the 1520s, and at the time English-speaking states were economically a bit of a backwater; I don't know much about the history of banking but I would be surprised if continental Europe didn't have entrenched banking and other institutions in centuries prior, and the Islamic world and the East earlier still). I think sometimes TTRPG settings leave out promissory notes, banknotes, loans and interest payments, insurance policies, and so on due to a false perception that these are modern innovations.

The elephant in the room in this regard, of course, is gunpowder. Cannons were widespread in the West from the start of our supposed fantasy technological band, and early man-portable guns were in use well before plate armour reached its apogee. In China and its neighbours, gunpowder had been used for at least five hundred years prior to the period, initially as an incendiary weapon.

There are good reasons for not wanting gunpowder in a setting, reasons which have been discussed to bits. Everyone reaches a different answer to the question (some, possibly, because of misapprehensions imported from modernity about how powerful, fast, cheap, light, or accurate an early gun could be; I personally don't think preindustrial firearms being 'too good' is an adequate reason to exclude them from a fantasy setting). Gygax was notoriously against gunpowder in D&D, going so far as to say that the laws of physics in his fantasy universe were such that chemical reactions were weaker. I don't think that's a great solution, because it's both underspecific and implies weird knock-on effects.

If we want a world where 'black powder' gunpowder was just never invented, is that historically plausible? On the face of it, no. It's three ingredients, of which sulphur is very common in nature, charcoal is an incredibly important part of metalworking technology, and saltpeter can be refined from fairly common mineral deposits or bat guano. Additionally, 'classic' fantasy has early chemist analogues trying things out (I think modern fantasy has sadly transformed the word 'alchemist' to mostly mean 'magic potion-maker', rather than 'a philosopher obsessed with the idea of attaining physical, mental, and spiritual perfection via a mixture of study, experiment, religious ceremony, allegory, chemical means, mystery cults, etc').

But what that argument overlooks is that having access to magic might impede the development of gunpowder weaponry. Early experiments with explosive or incendiary mixtures probably wouldn't have been (a) taken as far, (b) seen as something remarkable, or (c) suggestive of exciting military applications, if two streets over from the workshop was an academy of war wizards suiting up for another day of hurling explosive fireballs, turning city walls to mud, and setting things on fire with their minds. Even assuming magical arts were at the time in their infancy rather than developed, they would have a competitive advantage due to their comparative versatility. So, inverted pseudo-anachronism: Solved.

(Conversely, if you wanted to take it in the other direction, and have gunpowder keep up with or surpass violent forms of magic, a world with fantasy materials might have better ingredients for a propellant. Materials that were more common, cheaper to make, easier to discover, safer to store, produced a more powerful reaction, burned smokelessly, negated the sound of their own explosion, or whatever.)


Pseudo-anachronistic systemic technologies

There were a few technologies I left out of the first article because they are more processes than inventions.

1. Classic fantasy has machines but no factory mass production.

There's an artificer, wright, engineer, or (sigh) 'alchemist' who makes devices. There's steam power, clockwork, waterwheel power, or complex systems of gravity power or compressed springs powering elaborate mechanical traps. There might be non-magical 'automata'. Sometimes it's almost a genre shift into steampunk or clockpunk. Sometimes it's subtle: the dungeon gates open and close with the right series of lever pulls and Detect Magic doesn't turn anything up, but further details about the mechanism aren't forthcoming.

Luckily for our settings, there are major societal factors necessary for factory mass production to flourish. It's not enough to have the idea and the metalworking skill. Labour must be at least moderately expensive (compared to thoroughly pre-industrial eras, not compared to today). There has to be the wealth and systemic control to acquire, move, and stockpile large quantities of raw resources. There must be pretty good ways to transport input and output goods. There must be at least a little hint of standardisation in the cultural zeitgeist. Things must be sufficiently peaceful and stable locally that the wealthy feel confident investing huge amounts of capital starting up a new kind of business whose nature is that it must be continually fed or suffer major costs. And it probably helps if there are enormous costly wars going on in the background to drive both demand and development.

Two thousand years ago, the Ancient Greeks had clockwork, a simple steam engine, and Heron of Alexandria described mechanical automata and a vending machine (a coin-operated mechanical holy water dispenser). But the conditions weren't right for industrialisation: It wasn't Steam Engine Time.

Still, if you want to play it safe, consider adding a rare, non-scaleable magical element to the setting's contraptions (some bit of fantasy metallurgy or alternative physics power source or unique irreplaceable artefact).

2. Classic fantasy implies advanced food production.

My impression of the typical TTRPG fantasy milieu is that even small settlements have great numbers of skilled workers outside the fields of food and textile production. Compare that to almost all preindustrial places and times, where the farmer-to-specialist ratio is somewhere between 90:10 and 99:1. The implication is advanced food production technology, but this is seldom directly shown.

There's two avenues to resolve this. You could say there's an enormous spiderweb of little farming hamlets and fishing villages, mostly ignored by the setting focus, diligently toiling to feed and clothe themselves and send their crop of food or textiles to market to pay their taxes (or send them directly to the tax collector, in less moneyed societies).

Or you could add the milieu-appropriate equivalent of spray pesticides, antibiotics, massive greenhouses, John Deere tractors, chemical fertilisers, advanced irrigation, and GMO crops. Let's say that stirge blood repels all insect larvae, and breaks down into a decent fantasy fertiliser. Water mages harness tiny elementals for drainage and irrigation. Weather witches work the weather. Migrating flocks of giant eagles regularly fix the soil nitrogen. The obsidian bullock pulls a plough slowly, but forever, night and day, without needing to eat or drink. A growthstone is costly, but all plants within two leagues of one grow at twice the rate, so you just have to keep up with the weeding. The peaceful living dead keep birds away for a while before degrading and nourishing the loam. And to cover gaps, the magic temple is happy to dispense endless miracle bread to the sufficiently needy.




3. In classic fantasy, big things don't decay.

Speaking of nourishing the loam... In the real world, everything is subject to entropy. Even stone degrades over time. There are startlingly close to zero stone buildings whose original roofs have stood the test of centuries. Earth settles, tunnels collapse. Most metals corrode. Wood rots or gets eaten, even in the dry. And – you know where I'm going with this – dungeons aren't usually well known for being dry. Ancient megastructures like lost castles and sprawling dungeons are sort of a fantasy anachronism, in that they are basically supernaturally well-preserved archaeological sites. In our world, furnishings and materials in them would be rotten within years, everything mechanical would have completely seized up within decades, the entrances (at a minimum) would get thoroughly sealed by a bunch of debris blowing in, and eventually the structure's integrity would fail.

This is of course no fun. Luckily there are plenty of possibilities. Lingering enchantments. Automata or invisible demons or extensions of the Gygaxian 'cleanup crew' which eat dust and grit and drifts of leaves. Magical materials that don't corrode or rot. Something to bear in mind is that most of these anti-entropy fantasy technologies are going to be valuable to people in the world, so by adding verisimilitude to your dungeons and ancient monuments you are also adding stuff that people are going to want to mine/harvest/tame/imitate and put in their own homes.

4. Classic fantasy makes outdated arms and armours contemporaneous with later ones.

Okay, this is mostly just a pet peeve, but it's close enough to the topic for me to justify cramming it in.

Particularly in the case of armour, your generic fantasy setting offers armours from radically different warfare/civilian contexts (almost always getting the armour itself wrong, but that's another story) as if any of them could be reasonable choices. In practice, people going into battle wore the best armour they could afford, perhaps modulated slightly by considerations of comfort. Let's look at mail vs plate, which is the biggest example (apart perhaps from 'leather armour' which is somehow both protective enough to sometimes be chosen over metal and quiet/fast to move around in; yeesh).

If a setting has the technology, expertise, and capital investment to make plate harness, then a fully protective suit of mail (hauberk including coif + aventail + chausses + gloves etc) is strictly worse than a suit of plate armour: the mail is either heavier or much thinner (because of ring overlap!), and more expensive (it takes more labour to make and rivet the large number of rings than to shape the smaller number of plates, and both are kinds of skilled labour!), and less protective (because mail flexes at points other than the joints!), and no less encumbering (assuming the plate armour is properly made, you can't do yoga in it, but that's about the limit of its limits).

The only advantages you could argue for mail are that it's slightly less hot to wear, due to its breathability (except, it tended to be worn over thicker clothing), and that it's easier to don and doff (definitely true: maybe twenty or thirty times faster, and you don't need assistance from a servant or colleague). Did both mail and plate exist at the same time? Sure; transitional armours increasingly covered the body with plate and retained mail at the tricky gaps (goussets, and then just voiders). Should a setting book place 'full plate' next to 'chain mail' and 'leather clothing armour' as options that just have different tradeoffs? No way.

Can we find a good rationale for having mail hauberks in the same setting as sophisticated high-coverage plate armour? Only, I think, at places and times when expertise in making armour plates is tightly controlled and/or slowly leaking out into the wider world. The only good reason to offer both these armours as reasonable options to player characters is if the massive difference in time to don/doff them is actually going to matter in play, and this must be the way the opportunity cost is framed instead of nonsense like 'plate costs more than mail' or 'plate is heavier than mail'.

This all applies to some extent to weaponry, too: fantasy TTRPGs love big lists of weapons from across many centuries, and some of them ought to be modeled as strict improvements of others. And to weapons platforms, like the chariot, which was thoroughly superseded by horseback riding, but still pops up in fantasy from time to time. Also the galley, which has three core assets (incredible maneuverability, naval ram, and capacity for beach landings) and three core drawbacks (high crew requirement, low cargo capacity, and relative fragility), but I've seen settings which included galley-like ships to evoke an Ancient feel while managing to ignore all of those factors.

Arms and armour are the products of a continuous technological competition – hence the term 'arms race' – and classic fantasy almost never includes what you would actually expect: weapons and armour (and tactics, troop formations, earthworks, etc) that are specifically designed for fighting giant enemies, invisible enemies, winged enemies, hordes of extremely small enemies, enemies that can't be cut or pierced, enemies that are slow but kill with a touch, and so on. Instead, at best, real-world weapons are used against them in novel ways. This is one of the few areas where fantasy actually needs to make more stuff up.





Pseudo-anachronistic societal features

Finally, I'm going to briefly go over a few things that aren't technologies. They're arguably pseudo-anachronistic, but are beyond the main scope of what I've been talking about with and frankly would need a whole series of articles to get into, and touch on topics which deserve a deep and sober treatment. For many of them I also think they could have become widespread features of societies earlier in our history, they just didn't happen to do so.

Actually, in an attempt to rein in my impulse to go on typing for hours, I'll switch to bullet points. These tropes show up in 'classic' fantasy quite often:

  • General stores and grocery shops. Pretty modern idea.
  • Lots of off-the-shelf products rather than things being custom-made, commissioned, or at least assembled on the spot. Historically, if you wanted to buy a knife, you'd likely visit a blade seller (who sells blades bought from a blade maker), and a hilt maker, and possibly even a separate knife maker to join them together if neither of the first two offered that service, and then you would go somewhere else to get a sheath made for it. If you were rich, you would possibly have any or all of those parts made to your preferences, and then might visit yet another craftsperson specialising in decorations (embellishing, engraving, insetting, etc).
  • Civil police forces, or town guards who for some reason serve as constables. Not completely unheard of historically, but you're more likely to run into the local aristocrat's enforcers, or a town militia/guard with strictly military responsibilities, or just three people (a reeve, a coroner, and a magistrate) to be the law system for an entire shire, county, or small fief.
  • Minor professions inexplicably organised into guilds; guilds that lack a religious/charitable structure; guilds operating like labour unions rather than corporations trying to suppress competition; guilds envisioned by people who learned the word from MMOs; guilds for major military technologies that really ought to be state-controlled... I could go on. I usually just shake my head and assume the word 'guild' is a spotty translation from the invented language the characters are speaking, not meant to bear any relation to the real world.
  • The (correct, to be clear) modern perception held by almost all individuals and even by most states that war is bad.
  • The notion that a war is likely to be for some abstract goal of 'power' or to extend a ruler's 'reach' rather than for territory and loot. In a world where land equals wealth, a successful war is a financial investment with a huge payoff (things like holy wars, wars of succession, etc, notwithstanding).
  • People (correctly, to be clear) being viscerally and morally repulsed by what we now call war crimes and torture 'even' against 'the other side'. It's a depressing reflection of how groups of people operate that this is only a modern concept.
  • Modern principles of individual liberty and rights, personal equality, and other individual rights. Anyone with basic knowledge of history knows that these were incredibly hard-earned and we are lucky to mostly now live in societies that have them at least in principle. It's not clear whether fantasy imports these because we're so immersed in them or because it's not fun to play without them.
  • People living without major societal obligations and without a rigid societal, contractual, or familial relationship with the people ruling them. e.g., vassalage. I think fantasy settings tend to just pay lip service here, because it's not fun to have to bend the knee to your 'betters'.
  • Conversely, in some settings, absolute tyranny existing unchallenged. Arguably more historically plausible, but even more plausible would be: the lieutenants and rich vassals think the rulers have far too much power + the rulers think they're giving up too much power and are trying to claw it back + there's a backdrop of masses of poor tenants and peasants desperately trying to get their established rights upheld. See e.g. the Magna Carta.
  • (Pseudo-)democracies where everyone is franchised.
  • Large numbers of empowered women with equal rights and with societal roles overlapping with those of men (or without distinct societal roles). Again, to be clear, a good thing, but rare historically. I have absolutely no expertise here but I usually see an explanation for how the systemic oppression of women came about that goes [average male physical strength advantage + power derives from strength-based violence + societies were more likely to succeed when the powerful set the rules + people tend to support existing rules (or, successful societies encourage supporting existing rules) → men seize and then hold and maintain power almost exclusively]. The good news is that you can excise this from a fantasy world by having magic more powerful than strength, or by reducing biological differences between the sexes, or by having interventionist gods who support equality, etc.
  • More generally, no bigotry, slavery, or systemic prejudice. Sometimes this is because everyday common people are space aliens, by which I mean they aren't under-educated, clannish, selfish, fearful, violent, and ignorant of the wider world. Sometimes people are portrayed plausibly but intolerance magically doesn't happen at a wider scale. There are good and obvious reasons not to want bigotry in your setting or to confront it in your games, but (and now this list is just making me sad) pervasive intolerance has historical verisimilitude. Yeesh. How about we say that the fantasy world's populations are massively cosmopolitan, driven by ancient diasporas of hundreds or preferably thousands of peoples; everyone looks different to each other, even very locally, and innumerable culture are constantly blending. Or maybe we resort to magical divine intervention again to fix things.
  • Speaking of which, there's the trope of 'everyone's religious beliefs are strictly compatible'. In a classic TTRPG fantasy, the gods definitely exist, everyone agrees on what they're like, everyone mostly agrees on their names, most people worship a single god even though there's a pantheon, and nobody is erroneously worshipping a god who doesn't provably (or provably doesn't) exist. This has always been quite funny to me. Maybe I'll write an article about interesting alternatives.
  • Immortality as a desideratum only of evildoers (e.g., liches and sorcerer-kings). Likely imported from major modern religions; I don't think many nonreligious people are keen to grow old and die. The trope is kind of compatible with there provably being a good afterlife, but that's not always the case in a fantasy world, especially when you're not one of the tiny number of people with a divine magic pipeline.


There we go. If you think I missed any notable pseudo-anachronism, leave a comment!


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