The Alexandrian

DISCUSSING
In the Shadow of the Spire – Session 48D: Alchestrin’s Mural

Through the last arch leading out of the hall they headed down a narrowed hallway. At its end – perhaps a hundred feet or so further on – they could see a huge bas relief depicting a wolf’s skull that took up the entire wall. But before they reached the bas relief, they came to a pair of facing doorways.

Passing through one of these they found themselves in a semi-circular chamber. The far, curved wall of the place was covered in an immense, detailed mural. Although the paint was faded and chipped here and there, it was still impressive in its scope and artisanship. Ranthir, in particular, was fascinated by it. And while the others kept a nervous guard in the hall, he studied it in detail.

The full perusal of its contents made them suspicious of Lord Zavere again. If the man depicted in the mural had fought against Ghul the Skull-King, why had the crystal of Castle Shard attacked him?

I’m not a visual artist.

My sketches are crude and even my mini-painting is rudimentary at best.

But the world, of course, is filled with art. I want that reflected in my campaign worlds. Art is a tangible expression of both culture and individual personality. It’s a powerful tool for setting the scene and creating a palpable sense of place. You can use it to reinforce themes. The cracked cup with the finger-painting of a swan can tell the story of a character and a tapestry can capture the tale of an entire nation.

Nor is it limited to the halls of the rich. I’m reminded of the painting from the dilapidated Spouter-Inn in Moby-Dick:

On one side hung a very large oil painting so thoroughly besmoked, and every way defaced, that in the unequal crosslights by which you viewed it, it was only by diligent study and a series of systematic visits to it, and careful inquiry of the neighbors, that you could any way arrive at an understanding of its purpose. Such unaccountable masses of shades and shadows, that at first you almost thought some ambitious young artist, in the time of the New England hags, had endeavored to delineate chaos bewitched. But by dint of much and earnest contemplation, and oft repeated ponderings, and especially by throwing open the little window towards the back of the entry, you at last come to the conclusion that such an idea, however wild, might not be altogether unwarranted.

But what most puzzled and confounded you was a long, limber, portentous, black mass of something hovering in the centre of the picture over three blue, dim, perpendicular lines floating in a nameless yeast. A boggy, soggy, squitchy picture truly, enough to drive a nervous man distracted. Yet was there a sort of indefinite, half-attained, unimaginable sublimity about it that fairly froze you to it, till you involuntarily took an oath with yourself to find out what that marvellous painting meant. Ever and anon a bright, but, alas, deceptive idea would dart you through.—It’s the Black Sea in a midnight gale.—It’s the unnatural combat of the four primal elements.—It’s a blasted heath.—It’s a Hyperborean winter scene.—It’s the breaking-up of the icebound stream of Time. But at last all these fancies yielded to that one portentous something in the picture’s midst. That once found out, and all the rest were plain. But stop; does it not bear a faint resemblance to a gigantic fish? even the great leviathan himself?

In fact, the artist’s design seemed this: a final theory of my own, partly based upon the aggregated opinions of many aged persons with whom I conversed upon the subject. The picture represents a Cape-Horner in a great hurricane; the half-foundered ship weltering there with its three dismantled masts alone visible; and an exasperated whale, purposing to spring clean over the craft, is in the enormous act of impaling himself upon the three mast-heads.

That’s more florid than a description I would attempt at the gaming table. Yet the intention and effect is the same.

But art is more than just set dressing. It encodes exposition into the environment, rewarding exploration, study, and attention to detail. It can peel back the layers of history in a moldering ruin. (Sometimes literally as ancient murals peek through cracking plaster.) And it can also conceal DaVinci Code-style secret lore.

Again, though, I’m not an artist. So how can I incorporate this kind of stuff into my campaign?

One option is to coopt existing graphical resources: RPG sourcebooks, stock art, and online image searches can all give you stuff to work from.

(If you’ve created a fictional piece of art, of course, it can be difficult to find an existing piece that matches it. But if you reverse the creative process — look for cool art and use it to inspire the other aspects of the adventure — it can be a lot easier.)

As you can see in the current session, however, I’ll also evoke art through text by preparing art handouts. In practice, these are very similar to lore books.

Obviously this is not appropriate for every piece of art, but I find them particularly effective for murals, tapestries, triptychs and the like. If you’re embedding clues in the art, the handout gives the players a physical reminder and reference. You can reward skill checks by giving the player the handout to share with the group, empowering them to roleplay the voice of expertise discussing the artwork.

Another tip is to include evocative visual snippets in the handout. This is great when you find an image that feels right, but can’t encompass the whole. I often do this with collections, for example: I have one image of a statue in the right style and with the appropriate subject, but there are twenty statues in the collection. I can include the image to evoke the look of the statues, while describing the full collection in the handout.

Campaign Journal: Session 49A – Running the Campaign: TBD
In the Shadow of the Spire: Index

Ptolus - In the Shadow of the Spire
IN THE SHADOW OF THE SPIRE

SESSION 48D: ALCHESTRIN’S MURAL

January 9th, 2010
The 26th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Through the last arch leading out of the hall they headed down a narrowed hallway. At its end – perhaps a hundred feet or so further on – they could see a huge bas relief depicting a wolf’s skull that took up the entire wall. But before they reached the bas relief, they came to a pair of facing doorways.

Passing through one of these they found themselves in a semi-circular chamber. The far, curved wall of the place was covered in an immense, detailed mural. Although the paint was faded and chipped here and there, it was still impressive in its scope and artisanship. Ranthir, in particular, was fascinated by it. And while the others kept a nervous guard in the hall, he spent the next twenty minutes studying it in detail.

ALCHESTRIN’S MURAL

This mural appears to depict – in juxtaposition – a series of events of either historical or mythological character.

FIRST SEQUENCE: Two magi are shown casting a powerful ritual creating a vortex of energy.

SECOND SEQUENCE: The magi are shown bowing down before a huge, purple crystal that juts up out of the ground.

THIRD SEQUENCE: A great castle has been built around the crystal and a great city has risen up around the castle.

THE GREAT SPIRE OF PTOLUS

FOURTH SEQUENCE: Divided from the third sequence by a depiction of the Spire. The crystal, castle, and city remain – but now the tableau is littered with corpses. A single figure is shown with her hand raised to the crystal, a lance of purple energy connecting the two.

FIFTH SEQUENCE: The castle and crystal have disappeared. The city is in ruins and fallen into darkness.

THE CRYSTAL AMONG STARS

SIXTH SEQUENCE: Divided from the fifth sequence by a depiction of the purple crystal set against a backdrop of faded stars. A skull-faced figure is shown standing before the Spire, leading a great army of malformity.

SEVENTH SEQUENCE: A smaller number of malformities, led by a black serpent which walks like a man, stands upon the plain before the Spire. They surround a huge machine of twisted metal.

EIGHTH SEQUENCE: The castle seen before, enshrouded by coruscating beams of black energy emanating from the machinery, is seen before the Spire.

THE CRYSTAL AMONG ENEMIES

NINTH SEQUENCE: Separated from the eighth sequence by another depiction of the crystal, this one sending out lancing beams of energy which strike the malformities from the seventh sequence. The ninth sequence shows a young boy laying his hand upon the side of the quiescent crystal.

TENTH SEQUENCE: The boy, bathed in the soothing light of the crystal, is shown coming of age in a series of sequential images arrayed around the crystal. This culminates, at the top of the sequence, with a figure of the boy-turned-man – his arms outstretched to the heavens – above the crystal itself.

ELEVENTH SEQUENCE: The man is shown locked in arcane battle with the skull-faced figure.

THE MAN AND THE SPIRE

TWELFTH SEQUENCE: Separated from the eleventh sequence by a depiction of the Spire with the man – seemingly grown to the same gargantuan proportions as the Spire – laying his hands upon it as if he would rip it from the earth. The man is shown still locked in arcane battle with the skull-faced figure, but now the crystal has appeared behind him and sends a beam of energy lancing into his back – the man writhes in pain.

THIRTEENTH SEQUENCE: The man, shown bleeding and clutching at his side, is shown retreating into a great hole in the earth at the foot of the Spire.

The final image of the mural is a depiction of Alchestrin’s seal, as shown on the iron plug above, along with the same inscription.

ALCHESTRIN’S SEAL

Alchestrin's Seal

 

The full perusal of its contents made them suspicious of Lord Zavere again. If the man depicted in the mural had fought against Ghul the Skull-King, why had the crystal of Castle Shard attacked him?

“I’m going to be pissed if it turns out we’ve been feeding information to Ghul’s heir or the Banelord reincarnate for the past month.”

But Ranthir pointed out that, if Castle Shard were villainous, then Lord Zavere wasn’t likely to send them to the place where they would discover his villainy. “Didn’t he say something about Alchestrin leaving Castle Shard under a cloud of suspicion?”

“That’s true,” Tee said. “It’s not like the mural in the evil tomb isn’t going to be biased.”

“Then why would he send us here?” Elestra asked.

Tee shrugged. If Zavere was 900 years old, trying to sense his motives was a waste of time.

But something else about the mural had captured Tor’s attention. “Has anyone gone to the top of the Spire? What’s up there?”

“Jevicca told us that Jabel Shammar – the citadel of the Banelord – remains intact up there,” Tee said. “That’s more than I had ever heard before. But everyone who grows up in Ptolus knows the stories of the people who have tried to fly up there.”

“What happened to them?” Tor asked.

“They don’t come back,” Elestra said.

THE GOLEM DOOR

The mural had proven informative, so they decided to check out the bas relief. But as they drew near, they were somewhat terrified to see the entire sculpture come suddenly to life.

“WHAT BUSINESS WOULD YOU HAVE HERE?”

Ranthir was fascinated. “You speak modern Arathian. That’s fascinating…”

Tee, who also spoke Arathian, addressed the wolf-skull directly. “We come for the knowledge of Alchestrin.”

“THEN YOU MAY PASS.”

And the mouth of the golem door gaped wide, revealing a broad stone stairway on the other side. After a moment of hesitation, Tee nervously agreed to go through. And, after some confused deliberation, Tor and Nasira went with her. (A meat-shield and a healer. Everything was fine.)

The stairs twisted down fifty feet or so before bottoming out before another door of iron. Unlocking this door and swinging it wide, they looked down a long, wide hall of finely-fitted stone – the work of meticulous craftsmen, although the age of the work was clearly immense. There were scorch marks, broken sword blades, and the like littering the length of the hall, which disappeared into a deep gloom beyond the reach of their lights. But at the very edge of their sight, they could see a pair of facing doors.

Tor shook his head. “This place is huge.”

Running the Campaign: Art Handouts – Campaign Journal: Session 49A
In the Shadow of the Spire: Index

Much like the word “immersion,” the term “trad RPG” is one that I’ve lately seen confusing conversations more than illuminating them.

The key thing to understand is that “trad RPG” comes from at least three different places, all of them using it to mean different things.

First, storytelling games use it to mean roleplaying games. This arose because STGs – games primarily focused on narrative control mechanics instead of character-associated mechanics – referred to themselves as RPGs, but also knew that they were something different, and wanted (or needed) a term to describe all of the existing RPGs.

Then the Old School Renaissance used “trad RPG” to mean old school play — i.e., the traditional form of play which existed before various “new schools” of play. (With the OSR generally defining the first of these “new schools” as the linear-narrative play that came to domination RPG adventure design post-Dragonlance.)

Most recently, an essay called the Six Cultures of Play defined “trad RPG” as the linear-narrative play championed by Tracy and Laura Hickman in, among other things, Dragonlance. This article was notable for looking at the RPG hobby in terms of cultural behavior rather than mechanical or adventure design. It was filled with severe historical inaccuracies, but, unfortunately, this has not prevented it from being quite popular in online discussions.

And now you can probably spot the problem: You’ve got one group using “trad RPG” to mean pre-Dragonlance play and another group using it to mean post-Dragonlance play. So now “trad RPG” means literally the opposite of itself.

But it gets even more confusing! In response to the use of trad RPG to mean “Dragonlance-style gaming” some segments of the OSR now use it to mean “not the OSR,” which means they also include STGs in “trad” play.

Which means trad RPG now means:

  • old school, pre-Dragonlance styles of play
  • post-Dragonlance linear-narrative styles of play
  • storytelling games
  • not storytelling games

So, ultimately, what does “trad RPG” or “traditional RPG” mean?

Nothing.

It’s a term that I’ve used in the past, but one that I generally try to avoid using now. It’s unfortunate because it was a useful term and I haven’t found a reliable replacement, but the reality is that using the term now — no matter how you choose to use it — means that a pretty good chunk of people will end up thinking you meant the exact opposite of whatever you meant. The result, of course, is confusion and needless arguments.

Although, to be fair, what could be more traditional about RPG discussions than that?

 

Miskatonic University Podcast

On this episode Miskatonic University Podcast, Keepers Dave & Bridgett interview Justin Alexander on the Three Clue Rule and designing mysteries in gaming!

LISTEN NOW!

 

The Mummy Returns

Original Review Posted May 21st, 2001

A MOMENT OF SYNCHRONIZATION

To get us off on the right foot, let me explain where I’m coming from right up front:

I like The Mummy. I like it a lot. I think its a great film. It’s unique mixture of pulp adventure, horror, and self-aware satire result in a couple hours of rip-roaring fun that’s tough to beat when you’re just looking to relax and enjoy yourself.

So when I look at The Mummy Returns, realize that I’m looking at it with the eyes of someone who truly enjoyed the first movie.

On the other hand, I know quite a few people who hated the first movie and swear that The Mummy Returns is not only a lot better, but a great movie. Personally, I don’t see it – considering that there is nothing remarkably different about the style, approach, or plot-type of The Mummy Returns — but that’s what they say.

Also note that I have seen the movie twice as I write this.

ANALYSIS

Note: I will be discussing some elements of the plot of The Mummy Returns. Expect minor spoilers for the film’s premise and significant spoilers for the original film.

The Basic Premise: The Mummy Returns takes place several years after the first movie. Evelyn and Rick have gotten married and now have a son. Evelyn’s gotten a little bit tougher, Rick is pretty much the same, and their son is a mixture of their best qualities. Rick and Evelyn discover the “Bracelet of Anubis”, which will awaken the Scorpion King – who (of course) is destined to destroy the world. Meanwhile, a group of evil archaeologists is working to return Imhotep (the titular mummy) to life once more for their own nefarious purposes.

Sequels are widely considered to be the domain of suckdom. This is because they generally fall into one of many traps:

1. If two characters fell in love at the end of the last movie, have them separated and bitter at each other at the beginning of this movie.

This is one of the classic “we have to do the exact same movie all over again” traps. In the first movie you have a love story between these two characters, so now you need to have them hate each other so that you can tell the exact same love story all over again.

The Mummy Returns, fortunately, avoids this problem altogether: As noted, Evelyn and Rick are married – and they are happily married to boot. Stephen Sommers wisely takes the course of “been there, done that” and moves onto fresh territory, choosing to develop the relationship rather than tear it apart and rebuild it.

2. If there was a funny gimmick in the first film, repeat it here. Only make it bigger and more impressive.

Another “we have to do the exact same movie all over again” trap. Unfortunately, Sommers steps right into this one: For example, you’ve got a 360-degree shot of a circle of bookshelves falling like dominoes in the The Mummy; so in The Mummy Returns you’ve got a 360-degree shot of a circle of pillars falling like dominoes. Fortunately, Sommers seems to get these all out of his system in roughly the first fifteen minutes of the film – and from that point on you can settle down and actually enjoy the film in its own right.

Note that Sommers also employs the flip-side of this trap: Using the established elements of the first film to create bigger pay-offs in the sequel. For example, the first film firmly established the threat of the mummy. Rather than making the mistake of trying to rebuild that threat, Sommers simply takes it at face value – and then proceeds to heighten the stakes so that the foundation of the first film is just a place to build from. Basically, Sommers manages to defuse most of the potential bombs by having the characters acknowledge them – using the repeated motifs both for comic relief and to establish (and re-establish) character.

I also don’t have any problems with Imhotep using variations of his powers (most notably, a transplanted sandstorm effect). Those are established powers, and as long as they’re used in the service of the story, it just makes sense.

3. Flashback to scenes from the original film, but show stuff you didn’t see the first time.

Sommers does this – but he makes it work. I won’t say any more because I’ll tread on the film’s central plot points, but suffice it to say that Sommers makes this work better than just about any other film I’ve seen.

4. Bigger, better, more expensive!

Sommers also goes in for this – but he doesn’t fall into the trap of simply repeating the first film with a bigger budget. He uses his bigger budget to tell a much bigger epic – but one which is distinctive from the first in many ways.

The only drawback I detected, upon watching the film a second time, is that several of the larger special effects shots look rushed – and don’t hold up very well to repeated viewings (ie, when you are taking the time to look at the background elements of the shots). The ending, in particular, suffers from this (unfortunately, because the first time through the ending is fantastic). This is unfortunate, considering that the special effects in The Mummy really hold up well to repeated viewings.

THE VERDICT

One last pet peeve: The airship just doesn’t work for me. It does one too many impossible things – and I need to forcibly prop my suspension of disbelief up at several points.

The Mummy Returns avoids the typical pitfalls of a sequel and delivers in a big way: Sommers uses the foundation of the first film to build a terrific second film, rather than simply rehashing what had already come before.

Outside of the repeated gimmicks of the first fifteen minutes and a few special effects shots which aren’t quite up to snuff, The Mummy Returns more than delivers exactly what its supposed to: A fun, pulpy adventure flick.

Have fun.

Style: 4
Substance: 5

Director: Stephen Sommers
Writer: Stephen Sommers
Distributor: Universal Pictures

This review was born out of Discourse™. For some reason, The Mummy Returns became a hot button topic on RPGNet back in 2001 and I used this review to summarize my thoughts. It was an early example of me getting tired of repeating myself in forum discussions and writing something more permanent that I could just point people towards as necessary. This, of course, is basically the entire foundation on which the Alexandrian is built (giving rise to articles like D&D: Calibrating Your Expectations, the Three Clue Rule, and many others).

If memory serves, this review became something of a hot topic in its own right, as people debated whether or not it was “appropriate” for RPGNet to publish non-RPG reviews. This is, oddly, also something that’s been revisited at the Alexandrian. I’ve not infrequently had people tell me they were upset that I’d posted something other than RPG content on the site. In this case, of course, it boils down to the Alexandrian simply being a place for me to post my stuff. All my stuff. A lot of my writing is about RPGs, but from the earliest days of the site there has also been politics, Shakespeare, media reviews, history, and all kinds of stuff.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

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