During all this time, Hart and Mei Ling are getting close, and Emmy Lou (dressed as sexy cowgirl this time instead of Indian) decides she needs to leave to get Hex out of her mind.
Wednesday, November 27, 2024
Wednesday Comics: DC, February 1984 (week 4)
During all this time, Hart and Mei Ling are getting close, and Emmy Lou (dressed as sexy cowgirl this time instead of Indian) decides she needs to leave to get Hex out of her mind.
Monday, November 25, 2024
L. Sprague de Camp: Most Gygaxian Fantasy Writer?
I don't know Gary Gygax's preferences in regard to authors of fantasy fiction, but I feel pretty strongly that L. Sprague de Camp (1907-2000) is the closet in sensibility to Gygax himself, at least in the earlier days of D&D.
De Camp makes several appearances in Appendix N. I haven't read all of these works, but the ones I have read demonstrate some characteristics I get from Gygax's worldbuilding and from his early fiction that I have seen. There is some content similarity (like universe-hopping, crossovers with the works of other authors, and hierarchical planes of existence), sure, but what I'm mainly thinking of is more of a structural or attitudinal alignment.
For one thing, I think it's fair to say that Gygax's work shows a concern with realism and degree of pedantry around certainly topics: Extensive list of polearms, obscure terminology, etc. De Camp gives us an extensive exegesis of REH's naming in the Conan stories and also an analysis of the same stories' technology. He wrote a series of Sword & Planet stories (the Krishna series) that makes a point of addressing the unrealistic elements of Burroughs' and others' similar stories.
It seems to me there was a logic to Gygax's D&D work. I'm sure this is in part due to it being in a game where you have to be prepared for player action, but it resembles the application of rational consideration of elements in fiction as in the Harold Shea stories or The Carnelian Cube.
Both men also have a fondness for humor in their fantasy. While this isn't an uncommon trait and is found in the work of a number of Appendix N or adjacent authors, I feel like use of anachronism for humorous purpose is something found in Gygax's work that also occurs in the Harold Shea series. Less than totally heroic or unheroic protagonists (often the humorous effect) probably describes a lot of D&D, but also several of de Camp's Krishna novels and his Reluctant King trilogy.
As to Gygax's later work, I've only read a couple of the Gord novels and that was decades ago, but I don't recall them being particularly de Campian. Maybe his sensibilities shifted over time or perhaps they reflect a desire to better compete in the fantasy market that existed in the mid-80s. Still, I think on balance, the similarities are there.
Friday, November 22, 2024
The Hidden Religions of D&D: The Church of Law
Thinking about rationalization of the implied setting of D&D, not in the way of industrial magic or anything like that (though I've done that before) but in the direction of how the implied setting of D&D might point toward its religions or belief systems. Sure, there's the explicit fantasy polytheism, but as others have pointed out, it's undermined by the (at least up through AD&D) presentation of the cleric class as vaguely sort of Medieval Christian and by the fact that historical polytheism didn't work like D&D thinks it does. As Delta puts it:
...D&D claims to have a polytheistic religion, but you've got both the politics and the critical Cleric class set up as in the medieval Christian world, and nowhere else.
Is there a more interesting and perhaps more realistic way weave together the elements presented? I think so.
Note that Clerics of 7th level and greater are either "Law" or "Chaos", and there is a sharp distinction between them.
- Gygax & Arneson, Men & Magic
OD&D mentions Law and Chaos with regard to a cleric's orientation. To me, this suggests a system of belief with a dualist cosmology. (Perhaps this is the actual state of the cosmos, but it doesn't have to be!) This is a moral dualism, as the two opposing forces or principles are in conflict. This could be interpreted (and perhaps is by some sects or particular faiths) as ditheistic with two gods or groups of gods in opposition, but I also think the broader, philosophical tradition could embrace transtheism, where the existence of Law and Chaos is a greater and more important truth than the existence or nonexistence of god-like beings/powers.
The church of law is syncretic, incorporating deities as it grows as agents, exemplars, or aspects of Law. No doubt there would be historic disagreement (possibly even conflict) over just how much deference and attention these powers are rightly due.
Clerics/priests, given the hierarchical structure presented in OD&D, are important in public rituals and ceremonies of the belief system but are also likely interpreters and scholarly experts on Law. Each of these Patriarchs (and Matriarchs, probably, though OD&D doesn't mention them!) is independent and self-governing but in fellowship with the others (generally). Initially a Patriarch would be a charismatic leader who attracts followers, but presumably the church they founded would have a mechanism of choosing a successor.
Patriarchs are the final arbiters of the commandments of Law within their area, but the Patriarchs of the various churches might vote to decide points between them, or perhaps different interpretations would reign in different jurisdictions. Another aspect of the high clerical function extremely relevant to adventuring is calling for and supporting crusades/jihad against Chaos.
Speaking of Chaos, it does seem a bit odd it is presented with a hierarchical clerical structure identical to Law's. One possibility is the "anti-clerics" are sort of Satanists and just performatively mock the church of Law, but another possibility is that "Chaos" only speaks to its ultimate goals or cosmological beliefs, not to its organizing principles. It's also possible (even likely) that the Church of Law applies the name Chaos to a diverse group of belief systems that don't agree with it and often don't agree with each other.
Wednesday, November 20, 2024
Wednesday Comics: DC, February 1984 (week 3)
Monday, November 18, 2024
A More Realistic Middle Earth
In the modern era, Sauron's forces have been engaged in a protracted occupation of Eriador. Through the action of the Mordor proxy Angmar, the Western kingdoms of Man were shattered, much of the population fled south, but fanatical bands, the Rangers, structured around the heir to throne of Arnor and Gondor, and supported by the Elves, continued to fight an insurgency against Mordor's Orcish forces and her allies.
Sauron has been a distant and not terribly effective leader for some time. He has been unable to consolidate Angmar's victory over Arnor (a victory that saw Angmar destroyed in the process) and unable to wipe out the remaining Elvish enclaves and human insurgents.
You get the idea. Shorn of much of its epic fantasy trappings, Middle Earth becomes a grittier place, where Men, Orcs, and local Elves, are all dealing with the aftermath of a terrible war wrought by super-powers that they perhaps only have the smallest of stakes in but yet are forced to take most of the risk.
Seems like an interesting place to adventure. It's certainly place where you can get a more interesting mix of adventurers and adventures, perhaps.
Wednesday, November 13, 2024
Wednesday Comics: DC, February 1984 (week 2)
Monday, November 11, 2024
Over the Garden Wall returns
In case you missed it, last week was the 10th anniversary of Over the Garden Wall. They released this stop-motion short that was pretty cool:
Friday, November 8, 2024
Early Modern Magic
I read some interesting stuff this week on magical belief in the early modern era. Specifically, magic used for protection from weapons, surely a common interest of soldiers of the era and D&D adventures alike.
A Historical Fencer's Primer on Late Medieval and Early Modern Magic
From the German Wikipedia, the concept of "Gefrorner" which meant to be invulnerable to harm.
And finally, a scholarly article: "Invincible blades and invulnerable bodies: weapons magic in early-modern Germany" from the European Review of History.
Wednesday, November 6, 2024
Wednesday Comics: DC, February 1983 (week 1)
Monday, November 4, 2024
Kiss of Blood (part 1)
We had our first session of They Came From Beyond the Grave! last night adapting the Call of Cthulhu adventure, Kiss of Blood.
The cast:
- Tony Kovac - San Francisco cop whose vacation in the Old Country is anything but relaxing. (Jason).
- Jess Barrow - Half of the occult folk-rock duo, Fata Morgana, gifted with second sight. (Andrea)
- Dean Starkey - The other half of Fata Morgana. A guy used to gettin by on his wits.
The three Americans arrived in Karloczig, Wystdovja Vale, (in Slovenia, on the Adriatic) for different reasons. Kovac was going to get a vacation and help local cops out on a case as a favor for a friend. Dean and Jess had been booked to play the local festival around Walpurgis Night. None of them imagined they'd wind up working together to find a missing girl. Well, the players did, the characters, not so much.
While Kovac discovered Inspektor Hochmair wasn't exactly overjoyed to have his help. Jess and Dean met Gustav Homan, the father of the missing girl, Matilda. They also heard that there were a lot of disappearances around the village of Karloczig, but the local Burgomeister doesn't take them seriously. There are legends about the castle Heidenstein up on the hill. It's cursed, it's said.
That night at the festival, Jess sees an eerie, mysterious woman, perhaps watching her, but the woman disappears before she can point her out to Dean.
After a night of attempting to out-drink Hochmair, Kovac is awakened early by a knock on his hotel room door. There's been a body found. Hochmair takes him to the office of the coroner (and doctor) von Kluge. The woman is young and brunette, but she isn't Matilda, but someone from out of town. She has been mutilated, as if by some animal, her throat ravaged and her body partially exsanguinated.
Friday, November 1, 2024
They Came From Beyond the Grave!
This weekend, in the spirit of Halloween, I plan to run a one shot (well, probably two shot before it's over with) of the Onyx Path game They Came From Beyond the Grave! It's part of their series of They Came From games, each made to sort of emulate some cinematic genre from 50s to monster movies, to Italian Sword and Sandals pictures, to (in this case) 60-70s horror films of the Hammer, Amicus, or AIP variety.
All these games use the Storypath system which is basically a descendant of the old White Wolf d10 dice pool system, but lighter and with some mildly narrative mechanics, like Rewrites which players can use to change the results of bad rolls or get a bit of narrative control. One of the things Rewrites can be spent on (though this is an optional rule) are Cinematic Powers which imbue the game world with the elements of the low budget films it's emulating. For instance, there's Dangerous Liaison wherein a player can pay for an awkwardly inserted scene (utterly free of danger!) to romance an NPC.
Players have other, less game-reality bending extras to employ like Tropes, Trademarks, and Quips that lend bonuses in specific situations. In fact, if I have any criticism, it's that the system is perhaps a little overstuffed with options for an otherwise "at the light end of rules medium" game.
Anyway, I plan to run to run Cthulhu Dreadfuls Presents #1 - Kiss of Blood, which is a very Hammer Horror flavored scenario. It seems easy enough to adapt.