Showing posts with label Archive Posts. Show all posts
Showing posts with label Archive Posts. Show all posts

Friday, January 6, 2012

Archive Post: The Hommlet Files

I keep forgetting about Archive Thursday.
Here's two posts from the UG, regarding Hommlet and associated subjects. By dint of overwhelming mass suggestion, I've decided to run Greyhawk this evening. In Fact...
By God, It’s Time to Go Back to Hommlet! 
hommletOriginally posted Dec. 30, 2009.

The Village of Hommlet was the first Module I ever DM’ed. I think it’s the first adventure I DM’ed, but I  don’t quite recall. I was writing my own stuff, right off the bat and there’s a good possibility that I put my friends through some weird little ecological disaster of a dungeon, before initiating them into the joys of T1.

Back then, during our first year or so of play, we didn’t have a campaign. One of the four of us would decide, or be chosen, to DM and the rest would pull out characters from our notebooks, or roll up some new ones, assembling a level appropriate party for whatever the DM du jour had in mind.

This sort of tournament style of play isn’t nearly as satisfying as a true campaign. But, the year or so we spent on one-shot adventures, was a fabulous learning experience. Each one of us DMed on a regular basis, honing our skills and learning from one another. On a Friday night, in my friend Mel’s bedroom, I ran T1.

Even then, during my green, first forays into DMing, I knew it was one hell of a great module. 26 years later, I recall very little of that gaming session. I do remember how well the game went. We all had a blast and the experience encouraged and inspired me to continue with my apprenticeship as a DM. I also had my first DM Evilgasm, as the players, who had accepted Turuko and Kobort as adventuring cohorts, were shocked and surprised, when their trust was rewarded with treachery.

It was the only time I ever ran T1. I think it’s time that I rectified that little injustice. So, this coming year, I resolve to run The Village of Hommlet again. If anyone would care to join me, let me know. We can all compare notes and have some fun, seeing what we, as well as our players, do with this classic adventure.
Well, I've got to get my ass in gear and finish prepping for tonight. I'm excited by the prospect of running T1 again, after all these years. But first, one more Hommlet related re- post.  
Gygaxian Supernaturalism - Or, What Happens to Hommlet's Rufus at 8th Level?
Originally posted July 11, 2011

The Gods are Watching You!

From T1:

Rufus Is also lawful good, and when he reaches 8th level he has been instructed to return to Verbobonc for special service in the Viscount‘s behalf. 

Some Quotes from the DMG:

Page 81

Why then the increase in hit points? Because these reflect both the actual physical ability of the character to withstand damage - as indicated by constitution bonuses- and a commensurate increase in such areas as skill in combat and similar life-or-death situations, the "sixth sense" whith warns the individual of some otherwise unforeseen events, sheer luck,and the fantastic provisions of magical protections and/or divine protection. (Emphasis mine.) 

Page 25

Whether or not the character actively professes some deity, he or she will have on alignment and serve one or more deities of this general alignment indirectly and unbeknownst to the character. 

Page 79

By means of skill, luck, magical protections, quirks of fate and the aid of supernatural powers, the character making his or her saving throw takes none or only part of the indicated results - fireball damage, poisoning,being turned to stone, or whatever. (emphasis mine.)

There's more relevant material, such as that involving alignment languages, the penalties for changing alignment, etc. Hell, it's "passim" throughout the AD&D rulebooks!

One more quote.

From Deities & Demigods, this time. Page 9:

Otherwise, the accumulation of hit points and the ever-greater abilities and better saving throws of characters represent the aid supplied by supernatural forces.So. The supernatural realms and the relationship with deity is very, very important in AD&D. And an integral part of an AD&D campaign world.

Now, back to Rufus.

8th level! One step away from Lord. He's already gotten 3/2 attacks. Rufus is about to become a Superhero!

Rufus Is also lawful good, and when he reaches 8th level he has been instructed to return to Verbobonc for special service in the Viscount‘s behalf.Now, Rufus wouldn't know what 8th level means. Would he? As you might suspect, I'm going to make the case that yes, 8th Level would indeed, mean something to Rufus.

Gygaxian Supernaturalism! (With Thanks to Mr. Maliszewski.)

He might refer to it as becoming a Superhero. I don't think the text states that Rufus is a follower of the Cugel fellow, though Burne is. For the moment, let's assume Rufus is as well. It's likely, the cult of St. Cuthbert would have it's own title for 8th level. Or, maybe Superhero is more widely used.

The point is, that in a world where Leveled Characters are so closely married to the gods and supernatural powers, a Fighter as high as 8th level, especially one as well connected as Rufus, would have an idea of where he stood with his god, church and the Greater Supernatural Realm.

So, what might the Viscount have said to Rufus?

"Return, when you have witnessed the Vision of the Cugel at Noon."

Or, something.

In a world so tightly wielded to the supernatural powers, being a leveled Fighter, serving a deity, perforce, might be somewhat akin to being part of a Mystery Cult. Rufus would know when he had crossed an important threshold and we might assume that 8th level represents just that! An important threshold. Because not only is that the point at which Rufus was ordered to return, but because it was known that he would recognize his entry into 8th level. It could simply be that every level would be considered important. Or, maybe just every one above, say 5th.

At what point does a Fighter start noticing that he's a pawn of the gods?

Hell, he's probably been having dreams, nightmares and visions, sent by St. Cuthbert, and/or Planetars, lesser servants, etc., for quite some time. Not to mention nasty, demonic beings, or deliciously enticing ones, trying to make him swerve from his LG path.

The idea that the gods are giving characters all this aid, which increases at every level, yet have virtually nothing else to do with them is rather problematic. Gods just aren't the type to be so altruistic and helpful, without ever being more noticeable. Or, demanding! Characters serving under protest, as it were, might be subject to more subtle treatment. Or, not! Those more involved with Churches and Organizations, might also only see signs of the deity "out of the corner of their eye," as it were. Or, they might find themselves more directly put-upon.

Rufus' deity has been helping him out with Hit Points, Saving Throws, etc., to the point where Rufus is 8th Level! He lives and moves in a supernatural reality and the gods have a vested interest, however small, in his doings. PC Level ties into this relationship directly! While it's easier to see with Clerics and MU's, as a Fighter gains levels, he's also becoming more tightly enmeshed within the schemes and powers of his deity. Whether he wants to, or not!

It makes perfect sense, that he would be able to see and track the progress of this relationship, at least somewhat. And that he would notice the effect, his relations with the divine, were having upon him. His church, certainly his deity would know!

Established signs, omens, etc., not to mention the possibility of initiatory rituals of a sort, would fit in just perfectly.

Maybe the journey to visit the Viscount is a ruse and the Powers that Be, want to get Rufus out of Hommlet so they can test his worthiness to operate at 8th Level.

Oh, apparently Burne and Rufus are lovers. I don't really see St. Cuthbert as the sort to have a Sacred Bander wing of his army. Further research is called for!

Thursday, December 8, 2011

Archive Thursday: My Fantasy Library - The Sleeping Dragon

There's a few posts I want to move over from the Gazette, so I've decided that Thursday is Archive Day. I don't want to overload you guys with reposts, though some of these will be old enough, that many of my current readers will be unfamiliar with them. Keeping it to one day a week, until I'm done, seems to be a decent solution. On occasion, I'll also update/tweak/revise some of these as well.

Recently, Joel Rosenberg passed away. His Guardians of the Flame series was smart, funny and action-packed. Violence in Mr. Rosenberg's series is scary, ugly and not glorious, at all. It's how these characters deal with that fact that makes them heroes.
My Fantasy Library: The Sleeping Dragon - Book 1 of The Guardians of the Flame Series

“So, let me get this straight. A group of college-aged gamers are transported to the fantasy world their GM has been running, transforming into their characters in the process?”

As old and jaded as I am today, I would probably give Joel Rosenberg’s The Guardians of the Flame series a pass. Fortunately, I was still a teenager when The Sleeping Dragon was published. When I read the review of the novel in Dragon Magazine, I thought the premise was cool as hell and picked up a copy on my next trip to the bookstore.

I’m glad I did. Mr. Rosenberg skillfully handles the difficulties inherent in the setup for his series and instead of the schlocky, juvenile story one might expect, we are treated to an intelligent and edgy fantasy adventure, with depth, humor and gritty violence.

I would imagine that most of us, at some time or another, has had a conversation with friends where someone said “Wouldn’t it be cool as hell, if we lived in a D&D world?”

When it actually happens to these gamers, they’re smart enough to know that they’re in deep shit! This point is quickly brought home, when one of the characters doesn’t even last the day, participating in their first full on “party vs. monsters” battle, where the fear and trauma of having others out for your blood and having to reciprocate the sentiment, slaps them square in the face.

The reality of mortal combat and how the protagonists cope with that challenge is an ever present theme in the series. There’s no glory, but there is heroism. Whether dealing with melee, magic swords, or wizardly combat, the action is always grounded in the chaos and blood of the battle-field. The characterization is excellent, throughout, but never more-so than when the author is presenting his character's choices, in the face of violence and its presence in their lives.

They learn, quickly, that they’re going to have to be very hardcore if they’re going to survive.

Back in the day, when my friends and I used to enjoy debating the particulars of alignment, questions like “Is it evil to kill a sleeping enemy?” would often arise. One of the main characters, Walter Slovotsky, would probably answer with one of his famous Slovotsky’s Laws. Something like:
“Slovotsky’s Law no. 123 – So long as he’s careless enough to let me sneak up on him, the bastard doesn’t have to be asleep. But it helps!”
That last was my attempt at writing a Law. Walter’s wisdom runs throughout the series, often during the character’s dialogue, sometimes as introductory quotes at the beginning of chapters. Walter’s quips provide wry humor, as well as insight into how the former college student copes with the fear and turmoil of a violent career in a dangerous world.



While still at the Student Union, Professor Deighton announces that he’s starting a new campaign, the “Quest for the Gate Between Worlds.” The player’s are each free to choose whichever character from their notebook they wish, as the new campaign is not intended for low-level play.

Walter Slovotsky starts off as a large, cocky, jock, but not stereotypically so. He’s smart, human, empathic and he games. 

I’m reminded of a friend, who played with us a few years ago. He would tell stories of how in high school, he was a jock and a “closet gamer,” never letting his jock friends know he played D&D. Not a problem for Walter, as he’s far too confident to be ashamed of his doings. Though Walter takes others’ feelings into account, he still has a problem with seeing himself as the center of universe. When he finds himself in the Eren Regions, as a Thief, still large, but with incredible dexterity and skills, the challenges he faces force him to reassess a few things.

Karl Cullinane, dilettante, unfocused, prone to lose things, is transformed into a mighty Warrior. Karl is forced to choose what kind of man and warrior he wants to be, learning to express both his will and passion. As the story progresses, he becomes a true and very human hero.

Doria Perlstein, in many ways the least equipped to deal with the situation these young men and women find themselves in, is immediately hit with a crisis that endangers the whole party. She’s the Cleric. Professor Deighton’s character levels start at “A” and run through the alphabet. At level “K,” Doria is the most powerful character in the party.

Jason Parker is the party’s second Thief, Einar Lightfingers. Alas, never choose a character who’s missing a hand, just in case…

Andrea Andropolous is the woman of Karl’s dreams. Interestingly enough, she finally agrees to accompany her would-be suitor to a game, on that particular night. Using d4’s, they roll her up a “C” level Wizard. Andrea, the person, has charisma and guts. Like the others, she has to find that which is most noble and human inside of herself, in order to meet the ordeals which lay ahead.

Lou Riccetti is an Engineering student and decides to play his character Aristobulus, a “J” level Wizard. He’s one of only two of the former gamers who actually want to stay in the world in which he finds himself. He learns soon enough that as a fairly advanced wizard, their new political environment will guarantee him a life of privilege and prestige. If, that is, he can solve one little problem.

Lastly, James Michael Finnegan plays the Dwarven Warrior, Ahira. He’s the other player who has no intention of going back. His reasons are every bit as selfish as Lou’s, but far, far more sympathetic. Not to mention, obvious. Before he and his fellow player’s cross over, he’s unanimously chosen to be the party leader.

Travelling across land, by sea, and through the desert, the party meets new friends, visits famous Pandathaway, learn secrets, encounter dangerous enemies and make tough decisions, some of momentous and far reaching importance. Ahira, as he chooses to call himself, vows to get the others home safely and ensure they find the “Gate Between Worlds.”

As the series progresses, the adventurers take on the task of changing their new world. They start a war. They also learn, that all is not as it seems and new information regarding Professor Deighton and his motivations comes to light. While much of import is going on behind the scenes, we get only tidbits and glimpses. Like the protagonists, we see things from the point of view of the trenches. Our heroes, in the theater of the campaign, are at ground zero, as it were, wading through blood and politics. We’re privy to very little of what the major Wizards, Priests and powerful, inhuman entities are really up-to. So far, after the nine books of the series I’ve read, very, very, little of what’s going on behind the scenes has been revealed.

Here and there, we get some interesting gaming tidbits. One thing the player’s never knew, until they crossed over, was that a Wizard has to “reign in,” and control the spells he has memorized. They constantly push at the back of the mind, insisting upon release. As a plot device, this is used to rather important effect, fairly early in the book. As interesting flavor for D&D games, it has some possibilities.
“He let his remaining spells cycle through his brain, making sure each one was ready and complete. Not that that was necessary; an incomplete spell wouldn’t make his mind pulse, wouldn’t push at him night and day to release it, as though it were some sort of huge sneeze, backed up in his nostrils. He could live with that, easily, in exchange for the power.”
There’s much in the series that will no doubt please old school gamers. The heroes are human, not super-heroes. The author is definitely an “Old School DM.” Even those who haven’t read the Guardians of the Flame, may have heard of Joel Rosenberg’s reputation for being willing to kill his characters. Even major ones!

As to the writing, Mr. Rosenberg’s prose is packed with style, humor and depth. I found it to be felicitous and quick.

The series runs to ten novels. If you’ve never read them, I heartily encourage you to do so. For entertaining, intelligent, violent fantasy, that’s an absolute joy to read, the Guardians of the Flame series is one of the best choices out there. It’s the first I would recommend to anyone wanting to read some D&D style fiction.