2013/01/15
The Obscurantist age of fantasy role-playing games
It is known that i decided some time ago not to list any blog in my blogroll, and many persons and bloggers out there took this decision as meaning that i was a somehow arrogant guy or something like that, someone who wanted to live in his "ebony tower", feeling superior if compared to others.
This post marked this transition.
I was even "accused" of "hipstery" on G+ (see here). I honestly didn't know the meaning of this word in english before it being addressed at me, i had to find out in the "urban dictionary" on the web.
Now, let us think.
Look here.
Thoul on his blog unveiled (for the first time, as far as i know) in great detail a huge amount of information about an old-school fantasy rpg, called High fantasy. I have it, i know what it is like. Anyway, i currently am aware of no other more reliable source than his blog for anyone wishing to collect info on this game of the past.He collected no more than five comments for each post that he wrote about this game (and as you can see he devoted himself to this task, and he wrote many)
Then look here.
Faoladh wrote a lot about another old-school fantasy role-playing game called "Lands of adventure" (an awesome game, published by Fantasy games unlimited , the same company who bestowed C&S as a gift to this world). He did not collect any comment for this post,except for the exchange of words i had with him, and my congrats. look at the bottom of that post to find out.
I turned to Grognardia (1420 followers, arguably the most respected and read among the osr blogs)-and took a look at the retrospectives to see if things were better.
In order:
Powers & Perils (here): a total of 26 comments
Adventures in fantasy (here): a total of 22 comments (AIF was co-written by a titan of the rpg industry, a man named Dave Arneson)
The Fantasy trip (here): a total of 25 comments
Stormbringer (here): a total of 21 comments
Dragonquest (here) : a total 25 comments
Swordbearer (here): a total of 16 comments
The average number of comments for all these posts and retrospectives is around twenty. It is quite a low response and number.
This is not a post against Dungeons & Dragons, similar to the ones i wrote some time ago and that you can easily find on my blog. I'm not interested anymore in attacking that game, those who follow my blog already know my position.
If the history of a discipline, or of a field of study (let us consider and regard the multitude of fantasy role-playing games that appeared since 1975 as a field of study, for a while)- if this history and development does not arouse much or enough interest among those who play old fantasy rpg's, we can only accept that. And i am not intentioned to do anything in order to change or attack this state of things.
That would be futile, pointless.
But at least we should recognize this state of affairs.
And i think it is not enough to say that the reason is just and simply that AD&D has always been and always will be the 800-lb gorilla of our hobby (as Grognardia pointed out some time ago). The reason lies in ourselves as well, in our approach to all this.
Try to think for a moment about a person engrossed in the reading of the official manuals of 1st edition Advanced Dungeons & Dragons who refuses to read any issues of Dragon magazine, stating that the articles contained therein just aren't enticing to him. So, staying, so to say, "on the surface", i certainly can play AD&D just like this.
But each one is different, and there is another guy who is eager to devour any Dragon magazine issue, perusing them, pondering them page by page, certain to find hidden treasure and wisdom in those articles. So he begin reading "The Sage advice" column, finding answers and so forth, and all the articles which goes deeper in the treatment of the rules.
The case for the lack of interest in the other fantasy role-playing games is somewhat similar.
But as i said, i accept that, i take it for granted.
To sum it up: i am not interested in stressing the possible causes of this lack of interest (the 800-lb gorilla, and such).
I am not even interested to fathom the consequences of this attitude, nor to pontificate if this attitude causes a sort of "mental paralysis", or something similar.
The only thing i want to say to my readers and to my future readers is that i am not part of this attitude because i am not for it, i do not endorse it and never will; my interest does not lie in understanding its causes, i am just interested in what this attitude stands for me.
I think such an atitude could produce spiritual harm, and i know for certain that it would make spiritual harm to me, that is- in other words, it is false that such a way of seeing the world is harmless, for a person who is in love with this "hobby".
So, at least it would make harm to me, a spiritual harm. That is why i decided to stay aloof.
I despise it all only from this point of view. You may be certain that this place will become more and more the refuge for those who are sick of Dungeons & Dragons and are searching new, shining shores.
You will be able to come here and breathe a different air, and behold another horizon.
But AD&D has really always held the sceptre, without any doubt, blazing like a sun in the sky?
Whenever i turn to forums such as the Chivalry & Sorcery community, or the Powers & Perils website and others, and i read how they heartily describe what they have always loved, the words they use to convey their feelings, i find myself so hesitant to declare it did.
This is the obscurantism to me; the passing thought that- instead of a shiny, blazing sun, something sheds darkness all around it, and layers of darkness. Hence my nightly nightmare where i see a black sun.
But forget, it is just a cry of an hermit in the desert.
2013/01/13
A Lovecraft rarity
Ok, some time ago i already wrote about this on my blog, and someone insistently asked me to re-post it again.
It is a rare VHS dating back to 1990, titled "Favourite haunts". If you are into Lovecraft stuff, you should totally check this out.
Enjoy.
LINK REMOVED
It is a rare VHS dating back to 1990, titled "Favourite haunts". If you are into Lovecraft stuff, you should totally check this out.
Enjoy.
LINK REMOVED
2013/01/12
2013/01/09
OSR 2.0 is here. A sevenfold proof.
What is 0SR 2.0, exactly?
I would like to call it "the re-surfacing and re-publishing of old and lesser known (and lesser played) fantasy role-playing games after the first wave of OSR has come to a point of saturation".
1- HEROES by Dave Millward (here)

2- BEASTS, MEN & GODS(here)
3- VIKINGS & VALKYRS (here)

4-WIZARDS' WORLD (here)

5- HEROES AND OTHER WORLDS (here) (clone of "The Fantasy Trip")

6- PERILS ETERNAL (a Powers & Perils simulacra currently under construction- cover in development)
7- (tentative release, base on statements made by its original author, namely John Corradin) A republishing of "MELANDA" (read at the bottom of this post if you still are unaware of that)

I would like to call it "the re-surfacing and re-publishing of old and lesser known (and lesser played) fantasy role-playing games after the first wave of OSR has come to a point of saturation".
1- HEROES by Dave Millward (here)

2- BEASTS, MEN & GODS(here)
3- VIKINGS & VALKYRS (here)
4-WIZARDS' WORLD (here)

5- HEROES AND OTHER WORLDS (here) (clone of "The Fantasy Trip")

6- PERILS ETERNAL (a Powers & Perils simulacra currently under construction- cover in development)
7- (tentative release, base on statements made by its original author, namely John Corradin) A republishing of "MELANDA" (read at the bottom of this post if you still are unaware of that)
2013/01/08
The poverty of D&D spellcasting philosophy
I have always declared that AD&D spellcasting system is childish.
Let us compare.
ADVANCED DUNGEONS & DRAGONS 1st edition:
Magic-users draw upon arcane powers in order to exercise their
profession. While they have mighty spells of offensive, defensive, and
informational nature, magic-usersare very weak in combat. They have but
four-sided dice (d4) to determine how many hit points of damage they can
withstand, and magic-users have the least favorable table and progression
as regards missile and melee combat. Furthermore, they can wear no
armor and have few weapons they can use, for martial training is so
foreign to magic-use as to make the two almost mutually exclusive. Magic-
users can be of any alignment (explained hereafter).
LANDS OF THE RISING SUN (here):
[...]Yet mighty as it· was, Magic was never easy to learn nor to .perform.
Magicians had to go through years of study and austerity to scale the
heights of their art. To such scholarly mages, it was the mastery of
Magic that was their chief ambition. They went forth to adventure
not for excitement nor for riches, but to gain the wealth and rare
materials they needed for the further advancement of their studies.
[...]And don't forget that casting a spell is not a simple, fool-proof pro-
cedure. The mage must do more than wave his hands, utter mystic
words, and expend fatigue points; He must have mastered the spell
(or be able to remember a partially mastered spell); he often has to
target his spell against the area or beings it is to affect (and be pre-
pared to have it go off elsewhere or even backfire against himself if
he fails to target successfully). Also spells of Illusion and Command
can be saved against by those of Intelligence and Wisdom-at the
cost of fatigue point loss.
CHIVALRY & SORCERY:
If Magick is a form of knowledge, then the Magician should be seen as a seeker after knowledge. He is not a mere weapons technologist, as presented in some FRP games. He will not serve gold or power hungry individuals. Nor will he act as a heavily armed magical escort for glory-seeking adventurers simply because they need a compact magical S.W.A.T. team to take care of really dangerous foes. He has little interest in gaining possession of the magical devices of other Mages, because he can produce his own. His sole passion is to learn all of the secrets of the Arcane Arts -- the very secrets of the universe as he sees it. He is curious. He has to know the Truth! That Truth will most certainly give him great Powers, but it is in the knowing, not the exercise of Power, that the Magician finds his fulfillment ...
This does not rule out the excitement of an adventure. Only the Magician has some deep motive for going. He stands to learn something new or is attempting to forestall some terrible disaster. He doesn't go for ordinary reasons; for he is not an ordinary man.
Let us compare.
ADVANCED DUNGEONS & DRAGONS 1st edition:
Magic-users draw upon arcane powers in order to exercise their
profession. While they have mighty spells of offensive, defensive, and
informational nature, magic-usersare very weak in combat. They have but
four-sided dice (d4) to determine how many hit points of damage they can
withstand, and magic-users have the least favorable table and progression
as regards missile and melee combat. Furthermore, they can wear no
armor and have few weapons they can use, for martial training is so
foreign to magic-use as to make the two almost mutually exclusive. Magic-
users can be of any alignment (explained hereafter).
LANDS OF THE RISING SUN (here):
[...]Yet mighty as it· was, Magic was never easy to learn nor to .perform.
Magicians had to go through years of study and austerity to scale the
heights of their art. To such scholarly mages, it was the mastery of
Magic that was their chief ambition. They went forth to adventure
not for excitement nor for riches, but to gain the wealth and rare
materials they needed for the further advancement of their studies.
[...]And don't forget that casting a spell is not a simple, fool-proof pro-
cedure. The mage must do more than wave his hands, utter mystic
words, and expend fatigue points; He must have mastered the spell
(or be able to remember a partially mastered spell); he often has to
target his spell against the area or beings it is to affect (and be pre-
pared to have it go off elsewhere or even backfire against himself if
he fails to target successfully). Also spells of Illusion and Command
can be saved against by those of Intelligence and Wisdom-at the
cost of fatigue point loss.
CHIVALRY & SORCERY:
If Magick is a form of knowledge, then the Magician should be seen as a seeker after knowledge. He is not a mere weapons technologist, as presented in some FRP games. He will not serve gold or power hungry individuals. Nor will he act as a heavily armed magical escort for glory-seeking adventurers simply because they need a compact magical S.W.A.T. team to take care of really dangerous foes. He has little interest in gaining possession of the magical devices of other Mages, because he can produce his own. His sole passion is to learn all of the secrets of the Arcane Arts -- the very secrets of the universe as he sees it. He is curious. He has to know the Truth! That Truth will most certainly give him great Powers, but it is in the knowing, not the exercise of Power, that the Magician finds his fulfillment ...
This does not rule out the excitement of an adventure. Only the Magician has some deep motive for going. He stands to learn something new or is attempting to forestall some terrible disaster. He doesn't go for ordinary reasons; for he is not an ordinary man.
2013/01/06
Vikings and Valkyrs returns!
After "Heroes" (link), "Wizards' world" (link), and others, now the time has come for a new release of "Vikings and Valkyrs", the obscure fantasy/historical rpg self-published in 1985.
see this link for info.
The Rpg Encyclopedia says:
see this link for info.
The Rpg Encyclopedia says:
- Vikings & Valkyrs
- 1st ed by Laurence Gillespie (1985) self-published
- A game based on the Icelandic Eddas, which uses a class-based system with six stats rolled on 3d6, similar to AD&D. However, there is an original skill system and magic system. According to the back cover, the designer had done "eight years of graduate level research of Old Icelandic sources". Volume I was "Character Classes, Skills, Magic"; Volume II was "Combat, Runes, Songs of Power". An advertisement suggested that a third volume was coming soon, to be called "Monsters and Treasures of Middle Earth" -- but it is not clear whether this was ever published.
- If you make a google search using the game title, you will see the new website (still under construction), presumably built by the author himself, which states: "The cult roleplaying hit of the 70's, reborn".
- Ok guys, this is really OSR to me, namely, old-school renaissance, this is what i am tempted to call "OSR 2.0", that is, the re-publishing of the others old-school fantasy rpg's after the first wave has come to an end (Osric, Swords & Wizardry, and the like).
- Now the time has come for OSR 2.0, but, alas! not many authors are still alive nowadays. I mean, "Heroes" has been republished by its author (Dave Millward), the same for Vikings & Valkyrs (Laurence Gillespie, i contacted him some months ago so i'm pretty sure it's him who brought about that website), and if i recall correctly even "Beasts men & gods" (Bill Underwood) was republished some time ago by its original author after someone made an online petition on the web.
- Finally, if you remember i was contacted by John Corradin some time ago, he said to me he was planning to a possible re-release of Melanda but then i didn't hear from him anymore.
- "Wizards's world" was republished by Goblinoid games (i'm unaware if the original author is still alive), but nonetheless something huge has already happened in my humble opinion if you take into account all of these games that i cursorily cited above.
- OSR 2.0 or not, i foresee a future going towards this direction. Made by fans through scanning of the old products or by the original authors themselves, i cannot say. But Excavations into AD&D are more or less come to an end (we should dig up the old and untraceable fanzines from the seventies, maybe, and peruse them), so it is normal that the remaining fantasy rpg's now are approaching on the horizon. With the aid of technology all this can happen.
Melanda, a couple of scans
My cyber-friend over at UNDERWORLD KINGDOM seems quite interested in knowing more about "Melanda", released in 1980 (see the RPG ENCYCLOPEDIA here) and about which i wrote other posts in the past (just make a search on the left top of the blog to find out). He contacted me and asked to give insights around this game.
Now, it seems i managed at last to fix my scanner (i am under Ubuntu now and i am still practicing), so this evening i scanned the first four pages (not counting the cover).
Keep in mind that i own a 2nd edition of this game, though i crave for a 1st ed...
More will follow.
Now, it seems i managed at last to fix my scanner (i am under Ubuntu now and i am still practicing), so this evening i scanned the first four pages (not counting the cover).
Keep in mind that i own a 2nd edition of this game, though i crave for a 1st ed...
More will follow.
The five old-school obscure fantasy rpg's that are still missing in my catacomb.
Yes, i know, i should not talk anymore, in fact i am not entitled to speak and utter my opinion anymore, nay- maybe i should even refrain from posting again in forums and so on.
I am not here to talk about Dungeons & Dragons, and you know it all too well, i'm here to shed light on those works which are unknown to the masses.
But today i realized that there still are FIVE old-school role-playing games i know nothing about, it stems from here my dissatisfaction with myself. I leave to others the proud and joy of knowing each and every page of the AD&D Dungeon master's guide.
I'm not interested in this common knowledge. It fails to deepen my soul.
So, without further ado, here they are, in no particular order.
Keep in mind that i am about to put my hands on several of these, it is just a question of time (and money).
VIKINGS AND VALKYRS (link)
PHANTASY CONCLAVE (Soooo elusive) (link)
NIMOLEE (link)
FANTASY WARGAME RULES (this gives me troubles sleeping at night..) (link)
RWTG (I purposedly omitted the full name of this, for fear of someone grabbing it before me. There are just 2 copies around as far as i know, i will talk about this soon). (link omitted, i apologize)
When these five old fantasy rpg's are in my hands, i will be able to say i have everything and my collection is complete (but maybe at that point i should add "Spawn of Fashan", seriously).
And when my collection is complete (after years of struggling), i will feel competent and enlightened.
Not only i need to know Rolemaster, Chivalry & Sorcery, Powers & Perils and so on, i felt the urge to grab and comprehend these as well.
And who knows, at that point it would be beautiful to analyze and ponder each of these gems separately, one at a time, slowly.
I am not here to talk about Dungeons & Dragons, and you know it all too well, i'm here to shed light on those works which are unknown to the masses.
But today i realized that there still are FIVE old-school role-playing games i know nothing about, it stems from here my dissatisfaction with myself. I leave to others the proud and joy of knowing each and every page of the AD&D Dungeon master's guide.
I'm not interested in this common knowledge. It fails to deepen my soul.
So, without further ado, here they are, in no particular order.
Keep in mind that i am about to put my hands on several of these, it is just a question of time (and money).
VIKINGS AND VALKYRS (link)
PHANTASY CONCLAVE (Soooo elusive) (link)
NIMOLEE (link)
FANTASY WARGAME RULES (this gives me troubles sleeping at night..) (link)
RWTG (I purposedly omitted the full name of this, for fear of someone grabbing it before me. There are just 2 copies around as far as i know, i will talk about this soon). (link omitted, i apologize)
When these five old fantasy rpg's are in my hands, i will be able to say i have everything and my collection is complete (but maybe at that point i should add "Spawn of Fashan", seriously).
And when my collection is complete (after years of struggling), i will feel competent and enlightened.
Not only i need to know Rolemaster, Chivalry & Sorcery, Powers & Perils and so on, i felt the urge to grab and comprehend these as well.
And who knows, at that point it would be beautiful to analyze and ponder each of these gems separately, one at a time, slowly.
2013/01/03
Rare stuff for AD&D, part IV
Another gift today that i took down fom the dusty shelves here in my catacomb.
Here you can find plenty of old and quite good adventures written for AD&D 1st edition.
In order to grab it, you just need to google this: "tortured souls 7chan catacomb librarian", and be a little smart in following the first couple of links.
DESCRIPTION:
40pp UK A4-size book with glossy card cover + A2 Colour Mapsheet.
Published in 1984 by Beast Enterprises Ltd., Oxford, England.
A magazine showcasing 'selected scenarios for role-playing games', these magazines are heavily focused on AD&D with a cursory nod towards Runequest.
The Thing in the Attic - AD&D/Basic Beginner's Scenario
The Trollball Trophy - Runequest Wilderness Scenario
The Zhalindor Campaign - Introductory Suppliment
Galizhard - Zhalindor Campaign Module
Brohar's Bane Part II - AD&D Wilderness Solo Adventure
2013/01/01
Altar, the turkish Conan
So, it has been a long time since i posted something about a fantasy b-movie, (here the first post), a since this blog deals with obscurities of any kind (be it a fantasy rpg or a fantasy unusual flick), i decided to start talking again about these odd rarities which not everyone might be aware of.
Ever heard about "Altar" movie? Well, it is the turkish version of "Conan the barbarian" character, and thank heaven someone uploaded it in its enirety on youtube.
Unfortunately, english subtitles don't exist anywhere, as far as i know, but i think one can enjoy this movie even without them.
And if you dare, you could go on watching not only "Altar", but the turkish version of "The Exorcist", called "Seytan".
Love these both.
Ever heard about "Altar" movie? Well, it is the turkish version of "Conan the barbarian" character, and thank heaven someone uploaded it in its enirety on youtube.
And if you dare, you could go on watching not only "Altar", but the turkish version of "The Exorcist", called "Seytan".
Love these both.
Rare stuff for AD&D, part III - Tortured souls I
This issue of Tortured Souls! contains the following scenarios:
The Chevalier's Shrine: Something is amiss at the memorial shrine, and the party are hired to investigate further - will they discover the sinister secret in time? Contains alternative versions for beginnins or experienced players.
Tomb of Qadir: Explore beneath the goblin lair in a search for the hidden tomb! The first of the scenarios in the Zhalindor Campaign: these pull out modules are independently playable or can be used as a challenging series for the experienced player.
The Rising Tower: The second scenario from the Zhalindor Campaign. A stronghold of fire giants pose initial problems for a higher level party, but the survivors must face a greater peril!
The Crystal Keys: A complete ready-to-play solo adventure. The penniless party must scour a forbidding wilderness to locate the dungeon containing Zamhardrar's legendary hoard with its fearsome guardians!
2012/12/31
Ysgarth, still another forsaken gem.
Yesterday i re-opened my blog after several days (i was far, far away, both physically and mentally) and noticed someone commented again on my post about Ysgarth (here), and he was happy in having found someone had spoken about this game in the vast ocean of the web.
So, since i want this place to become the shrine and refuge of forgotten old fantasy rpg's...here it is, in part.
Happy new year 2013 to those who visit my diary.
So, since i want this place to become the shrine and refuge of forgotten old fantasy rpg's...here it is, in part.
Happy new year 2013 to those who visit my diary.
Chivalry & Sorcery explained
This morning i discovered two very interesting posts about C&S, written on Anniceris blog (which i hold in great esteem).
Unfortunately, the blog is in french language so not everyone might be able to read it.
Since i adore C&S and i can understand french pretty well, i'm planning to give a rough translation of both articles (here)
Stay tuned, you rpg connoisseurs.
2012/12/26
Chivalry & Sorcery
"I'm french and a long time gamemaster ( though I dont have time for this hobby since many years ) , using a lot of RPGs.
I always longed to find or try the legendary C&S without any results. I really love FGU games and I thought it was equivalent in quality as Sworbearer and so on.
A week ago , I photocopied a complete .pdf of the hardly available C&S 1st edition. And I was amazed !!!!
Why a game of such quality , such nearly perfection was so "underground" ???
Reading it , I'm still impressed of what was done ! System , background , everything ( god ! Magick is a marvel ! )... AD&D , I practiced a lot in campaign , doesn't at all compare ... Pendragon is a joke comparatively ...
Incredible !
Now , I'm trying to find time to play RPG again , using C&S 1st ed.
RPG MUSEUM REVIEW
RPG MUSEUM REVIEW
2012/12/23
2012/12/22
2012/12/15
2012/12/08
Ed Simbalist speaks: bow down.
A bunch of utterances by Ed Simbalist are worth one hundred sentences of Gygax. And i'm not going to hide the fact that i regard "Chivalry & Sorcery" as the ineffable, unparalleled fantasy role-playing game of all time.A lot of interesting stuff written by Simbalist is contained in the old fanzine "Alarums & Excursions", and i will shed light on that material in the future.
As for now, i present this text, coming from DF #1 (which you can buy here for 75 $).
Besides examing in future posts the material by Simbalist from A&E, there will be another long digression by the author of "Chivalry & Sorcery" (taken from a very old fanzine dating back to the seventies) which deals with the differences between D&D and C&S and the views of the author about this topic ( which i never saw published online and that i think will generate much controversy). Stay tuned.
Text taken from the first issue (1979) of "Different worlds".
ED SIMBALIST
Ed is considered the scholar of FRP games. His output is prolific but very au thoritative. He has no equal in providing pure information specifically for use in
RPGs.
Fantasy Role Playing
Since its inception, fantasy role-playing (FRP) has evolved far beyond the
expectations of those who formulated the first sets of FRP rules or of those players
who first ventured into "dungeons" and "wildernesses" to face the Unknown.
FRP has become more than a mere game. It is an activity approaching the propor-
tions of a cult. It is a means of personal expression on a highly creative and
imaginaive level. It is the spontaneous creation of a "living novel" or a
•• psychodrama," interaction amongst players on many different levels as they
create alter egos in the persons of their characters and so enter, into imaginative
and exciting realms of existence denied to them in their everyday lives. The more
fully they themselves capture the spirit of their characters and imbue them with
rounded personalities, backgrounds, and motivations separate from their own, the
more the players become "actors" on a stage of their own making.
To repeat, FRP is not "just a game." The rules of FRP are regarded in a
manner unlike that accorded to the rules of any other game. Indeed, FRP rules are
merely the language through which players and Game Masters communicate
and simulate those elements of what might be termed "imaginative reality."
To play FRP is to engage in the creation of a group fantasy, to produce the Grand
Illusion of a world ethos by the deliberate suspension of one's disbelief. Thus it is
that twentieth century people can, for a few hours, escape into a fictitious world
and accept the "reality" of that world for the sake of pure enjoyment.
The illusion of reality is essential to any entry into a world of fantasy. One might
say that a "Spell" is cast and consciously submitted to by the participants. "Come
into my world," is an invitation extended by the Game Master, the director of this
group artform, and he employs the "rules" to delineate the outlines of the
world he has conceived and account for many activities which would or could
occur in it. The rules merely aid the Game Master to maintain the internal consist-
ency, the "laws" by which his world operates.
But even as the Game Master spins his web of illusion, the players themselves
add to the performance by playing their roles. Many are the times when the Game
Master finds that his creation has taken on a life and purpose of its own as he
responds to the creative output of the players. The story-telling-for FRP in a
very real way is a story-telling activity- becomes a group creation as the imagi-
nary life experiences and actions of each player/character are added to the basic
concept provided by the Game Master.
The experience is itself the thing, and once begun it becomes a group hap-
pening! As we designed and tested Chivalry & Sorcery, it became clear that the illusion of reality had to be maintained to bring out the finest in creative impulses from both the players and the Game Master.
Thus we aimed at creating the feeling of being in a world, of competing in and
even just surviving the physical and social "realities" of an existence differ-
ent from our own. We chose the feudal model as the basis of that imaginary
world because feudalism is a fairly universal cultural pattern encountered in
not only Medieval Europe but in many works of fantasy fiction and traditional
legend.
Indeed, the biggest illusion we succeeded in creating with the rules is the
belief of many commentators and players that Chivalry & Sorcery is realistic! The
"realism" of C&S is the totally imaginary High Chivalry of King Arthur and The
Faerie Queene, of Ivanhoe and Men of Iron and The White Company. Elements
of classical, medieval, Nordic and Celtic myth were mixed in for seasoning, with
liberal doses of Tolkein and the Dracula/Frankenstein/Dr. Jeykell and Mr. Hyde
horror story and movie tradition thrown in for good measure.
Our magical systems were patterned uon, but never imitated, a dozen traditions found in various times and in various cultures. Of course, elements of hard military and economic history underlie many of the systems, as do insights into social
organization, but these are tempered by a sense of romantic heroism and derring-
do. In short, Chivalry & Sorcery systems may appear to simulate reality, but the
realism itself is purely in the minds of the players!
It is gratifying that this sense of realism has made an impact, but I would
like to point out that the thrust of Chivalry & Sorcery was never directed toward
presenting hard reality for its own sake.Rather, we felt that establishing a
foundation for a fantasy campaign which has its systems rooted in the real world,
even the wildest fantasies can be sustained.
Everyday, mundane considera tions take care of themselves that way, with reduced reminders that "such-and- such" situation "wouldn't really happen that way" to interfere with the fantasy illusion that the players and Game Masters are trying to create. As Tolkien and many other commentators on the subject have noted, all fantasy is founded upon our perception of reality. The trick is not to let the fantasy be entirely bounded and controlled by hard reality, merely informed and guided by it. In examining the brief but eventful history of FRP, one cannot help but notice
the continual modification of the "rules."
From the moment that FRP began, Game Masters started to alter and improve and
add to the existing rules. Variants sprang up in profusion, despite calls for "One
True Way" of FRP gaming. This design creativity on the part of players is their
inevitable and necessary response to their particular needs. Any set of FRP
rules has, as a primary task, the sustaining of the particular fantasy world
the players are attempting to establish. It is unthinkable that there could be any set
of rules that would answer all the needs of all players everywhere to create any
fantasy world that might be conceived!
Moreover, it is likely that one of the main appeals of FRP is the freedom of players
to put their own personal touches into the activity. From the Game Master's point
of view, it is fun to develop his own world, to design or alter rules in order to
simulate the conditions and effects he desires. It is fun to see others enjoying
the results of that creative talent. In fact, it is the biggest "high" a Game Master
can know.
That is the reason that I encourage layers to "meddle" with the rules I
design. An unrepentant meddler myself, I like to play with the systems. It not only
gives me some feeling of pride in my creations, but it is absolutely necesary if I
am going to adapt the rules so that they sustain my world. "Come into my world,
and welcome," but first I have to be sure that the world will remain consistent, that
it will function the way I want it to function. Every Game Master faces the
same problem. Is there any wonder that variant systems appear?
In talking to Greg Stafford, for example, I discovered that he employed many
Chivalry & Sorcery systems to set up his Dragon Pass world for FRP. I also borrow
from his systems, and those of other games as well. So should it be, for the
idea of a "pure" FRP campaign ignores the needs of individual Game Masters.
One uses anything that does the job, and one never fears to modify a promising
system or concept to fit his world. The only criterion governing such modifica-
tions and adoptions of systems is that they work! If they produce the results
desired, well and fine. Who cares who designed the systems of what publisher
produced them?
FRP is an individual activity expressing the needs and expectations of those
engaged in the activity. One is limited only by his imagination and his design
ability.
Knowing the investment of time and imaginative energy that is required to
design an FRP world, and fully aware of the infinite potentials for enjoyment and
creativity that are available to the role player who willingly accepts the "reali-
ty" of an FRP world, I sometimes become impatient with players who insist on
being their usual twentieth century selves and refuse to live in the fantasy as their
characters.
Perhaps I am insulted as the Game Masterlstory-teller/director of the
activity, but it grates to see all that work and all that potential ignored as some
player tries to win the game in the same manner as he would approach a game
based upon the "adversary" model. One simply cannot "win" a role playing game
because ther are no "victory conditions" as in, for example, a board game
simulation of the Battle of Kursk. The "game" is the Game of Life, with each
character choosing his own "victory conditions," and success is not simply a
matter of counting bodies or gold or experience points.
Chivalry & Sorcery reflects that philosophy. What is the aim of FRP as
embodied in C&S? Be a Lord. Aspire to power and position. Rule a kingdom or
barony or barbarian tribe. Make war. Conquer Empires. If you are a common-
er, seek the golden spurs of Knight-hood-or maybe even just freeman status
if you are a serf or slave. Gain respect and reputation by performing deeds of valour.
Seek gold. Become a Merchant Prince. Become an explorer or freebooter or the
best darn pickpocket in the nation. Do good. Do evil. Avenge an ancient wrong
against one's family. Regain a lost throne. Marry a princess. Protect the
weak. Oppress others. Escape the consequences of your acts by cunning and
deceit and plain bribery and corruption of public officials. Be a Robin Hood. Smite
the Godless. Take holy orders. Go crusading. Make a pact with the Devil.
Seek universal knowledge. Unlock forbidden secrets. Know yourself!
Above all, survive and conduct yourself in the sure knowledge that a victory
marks only one skirmish amongst many that Life will inevitably bring to you as a
character.
If one is going to create a world that is "alive" and charged with real adventure,
role playing is essential. One must get inside his character, see what motivates
him and makes him unlike any other,breathe life into him as an individual, and
above all surrender one's twentieth century self to the illusion and be that
character-see, feel, think, and act as he would. Only then will the activity be more
than counting gold or bodies or experience points. '
This is the consideration upon which FRP succeeds or fails. For FRP is a
socializing activity, a deliberate gathering of friends to enjoy and marvel at the
wit and cunning and skill we all exhibit as we contribute to our mutual enjoyment of
the activity. Not to be outdone by our fellows, each of us responds to the
contributions of our friends with equally fine character play, always aware of the
degree of sensitivity and expertise with which the Game Master orchestrates and
directs our efforts as we enfold the living drama. Weare all playwrights and actors
and audience rolled into one. If it is a good performance, we are highly grati-
fied and, though limp with repeated adrenalin surges, we make plans to meet
for the next foray into "Our World."
And that is what FRP is to me.
Bringing you a rare review of Dungeons & Dragons
From "Space gamer" #2 (1975) (link):
REVIEWS OF DUNGEONS AND DRAGONS
D&D is the ultimate fantasy game.Players start as a Fighter, Magic-User,
Cleric, or Thief. They may choose to be a human, elf, dwarf, half-elf, or
even a hobbit. They must decide to be lawful, neutral, or chaotic. There is
never any winner. In a good campaign players start in a town. First, they
must get a room at one of the several inns. Then, they usually go to a
general store to pick up some equip- ment such as rope, sacks, etc. If
they have any money left, they'll go to a tavern, have a drink, and try
to hire some men. How well they fare at this is determined by charisma,
one of the abilities. The other abilities are intelligence, strength,
wisdom, dexterity and constitution.
They'll then begin to ask towns people about the surroundings, about any
legends, etc. The next day bright and early they'll pack up and set out
down the road. If they have bad luck, sometimes they even have to get a
job to keep from starving! All this takes a lot of work and time for the
referee, but it's more than worth it! The most stimulating part of the game
is the fact that anything can happen. Nothing' is impossible. Even when you
are standing between a cliff and a troll, there is still hope, perhaps
Levitation boots! Over a hundred monsters are provided for, from
trolls, orcs, zombies, werewolves, vampires, dragons, gargoyles, rocs,
and giant purple worms, to hell hounds, rust monsters, giant slugs,
and even tyranosaurus rexes and giant tics. Whether you're exploring the
depths of the dungeons, roaming in some forsaken wilderness, or being
pursued by an evil wizard in an intricate castle, I'm sure you'll be having
one heck of a good time!
Tim Waddell
If you took everything possible or impossible that you ever dreamed
about, read about, or imagined; put it in a medieval setting, and heaped
it all into one set of rules for a game, you would have created DUNGEONS
& DRAGONS. As a game, D&D is a fantastical outlet for the imagination.
It has the quality of being infinitely flexible, and with it comes the
reality of impossibility.
What you get when you buy D&D are
three booklets, filled with basic guidelines for a fantasy campaign.
The first book is Men and Magic. This basically tells about getting a
character, equipping him, and getting off to a start. Magic and clerical
spells are listed and described forreference whenever needed. With these spells, magic-users and clerics can make people, monsters, things, and objects, do anything from sleepingto serving them or dying. With rules for developing your own new spells, the sky's the limit.
I feel that book II, Monsters and Treasure is the
most interesting book of all. This book describes all the mean, nasty,
and horrifying creatures that the players get to fight. Then, when
they are finished fighting, this book describes many rich treasures and
countless magic items, to aid the players in finding more and better
loot. Volume III, The Underworld and Wilderness Adventures is probably the
most important book, because it tells how to go about playing the game, in
either of two settings. Dungeons must be mapped out by the referee in
advance, and care taken to detail. The wilderness is rather a do-it-
as-you-go- situation. This book also includes ways to spend your
treasure, and other interesting things such as; Castle construction,
Naval combat and adventures, Baronies, and much more.
There are drawbacks to the game
however; as there are in any game.D&D cannot even begin to get
interesting in less than 20 hours playing time. Hundreds of hours of
work must be done ahead of time by the referee, and it takes a fairly
long time to prepare on the part of the players.
In this game there is no victor as such, but the object is to gain exper-
ience (by finding treasures and beating up on monsters) and become more
powerful and gain more possessions. Staying alive is a big part of the
game, as there are always monsters that hate you, lurking in the gloom.
But, if you should happen to die, don't worry; you can always start again.
If more complexity is desired, the supplement GREYHAWK adds outstanding
improvements, and many more ideas. Also, the Strategic Review, a TSR
newlestter has some good things.
Andy Pudewa
REVIEWS OF DUNGEONS AND DRAGONS
D&D is the ultimate fantasy game.Players start as a Fighter, Magic-User,
Cleric, or Thief. They may choose to be a human, elf, dwarf, half-elf, or
even a hobbit. They must decide to be lawful, neutral, or chaotic. There is
never any winner. In a good campaign players start in a town. First, they
must get a room at one of the several inns. Then, they usually go to a
general store to pick up some equip- ment such as rope, sacks, etc. If
they have any money left, they'll go to a tavern, have a drink, and try
to hire some men. How well they fare at this is determined by charisma,
one of the abilities. The other abilities are intelligence, strength,
wisdom, dexterity and constitution.
They'll then begin to ask towns people about the surroundings, about any
legends, etc. The next day bright and early they'll pack up and set out
down the road. If they have bad luck, sometimes they even have to get a
job to keep from starving! All this takes a lot of work and time for the
referee, but it's more than worth it! The most stimulating part of the game
is the fact that anything can happen. Nothing' is impossible. Even when you
are standing between a cliff and a troll, there is still hope, perhaps
Levitation boots! Over a hundred monsters are provided for, from
trolls, orcs, zombies, werewolves, vampires, dragons, gargoyles, rocs,
and giant purple worms, to hell hounds, rust monsters, giant slugs,
and even tyranosaurus rexes and giant tics. Whether you're exploring the
depths of the dungeons, roaming in some forsaken wilderness, or being
pursued by an evil wizard in an intricate castle, I'm sure you'll be having
one heck of a good time!
Tim Waddell
If you took everything possible or impossible that you ever dreamed
about, read about, or imagined; put it in a medieval setting, and heaped
it all into one set of rules for a game, you would have created DUNGEONS
& DRAGONS. As a game, D&D is a fantastical outlet for the imagination.
It has the quality of being infinitely flexible, and with it comes the
reality of impossibility.
What you get when you buy D&D are
three booklets, filled with basic guidelines for a fantasy campaign.
The first book is Men and Magic. This basically tells about getting a
character, equipping him, and getting off to a start. Magic and clerical
spells are listed and described forreference whenever needed. With these spells, magic-users and clerics can make people, monsters, things, and objects, do anything from sleepingto serving them or dying. With rules for developing your own new spells, the sky's the limit.
I feel that book II, Monsters and Treasure is the
most interesting book of all. This book describes all the mean, nasty,
and horrifying creatures that the players get to fight. Then, when
they are finished fighting, this book describes many rich treasures and
countless magic items, to aid the players in finding more and better
loot. Volume III, The Underworld and Wilderness Adventures is probably the
most important book, because it tells how to go about playing the game, in
either of two settings. Dungeons must be mapped out by the referee in
advance, and care taken to detail. The wilderness is rather a do-it-
as-you-go- situation. This book also includes ways to spend your
treasure, and other interesting things such as; Castle construction,
Naval combat and adventures, Baronies, and much more.
There are drawbacks to the game
however; as there are in any game.D&D cannot even begin to get
interesting in less than 20 hours playing time. Hundreds of hours of
work must be done ahead of time by the referee, and it takes a fairly
long time to prepare on the part of the players.
In this game there is no victor as such, but the object is to gain exper-
ience (by finding treasures and beating up on monsters) and become more
powerful and gain more possessions. Staying alive is a big part of the
game, as there are always monsters that hate you, lurking in the gloom.
But, if you should happen to die, don't worry; you can always start again.
If more complexity is desired, the supplement GREYHAWK adds outstanding
improvements, and many more ideas. Also, the Strategic Review, a TSR
newlestter has some good things.
Andy Pudewa
2012/12/07
Maya predicted the end of D&D by 2012
Thoughts experiments. I revel in them. They just pop up in my mind unexpectedly.
So, you already know it. Maya predicted the end of Dungeons & Dragons once and for all by 2012.
You just have a bunch of days left to play it. Your own life will be spared, but not your handbooks and manuals. They are going to vanish all of a sudden, 2012/12/21, devoured by a metaphysical entity known as "The incorporeal eater".
That said, you have just 1 minute, not more, to decide which game you'll play instead of it. You will be bound by your decision for the rest of your lifetime.
Now choose.
So, you already know it. Maya predicted the end of Dungeons & Dragons once and for all by 2012.
You just have a bunch of days left to play it. Your own life will be spared, but not your handbooks and manuals. They are going to vanish all of a sudden, 2012/12/21, devoured by a metaphysical entity known as "The incorporeal eater".
That said, you have just 1 minute, not more, to decide which game you'll play instead of it. You will be bound by your decision for the rest of your lifetime.
Now choose.
The Lost Caverns of Tsojcanth (original from Gygax)
2012/11/20
The End of the Story (The Collected Fantasies of Clark Ashton Smith, Vol. 1)
Follow the white rabbit.
Published in chronological order, with extensive story and bibliographic notes, this series not only provides access to stories that have been out of print for years, but gives them a historical and social context. Series editors Scott Conners and Ronald S. Hilger excavated the still-existing manuscripts, letters and various published versions of the stories, creating a definitive "preferred text" for Smith's entire body of work. This first volume of the series, brings together 25 of his fantasy stories, written between 1925 and 1930, including such classics as "The Abominations of Yondo," "The Monster of the Prophecy," "The Last Incantation" and the title story.
Google plus, this odd thing
Now i am on G+, basically i created a profile there because i realized it is not possible to post comments on Grognardia's blog in the usual way, and since that is the only old-school blog that i read..here i am.
my address is here:
G+
my address is here:
G+
2012/11/08
Posts content disappeared
I noticed that some post contents disappeared from my blog, mostly because the hosting site where i uploaded images has gone out.
For instance, this, that i cherished much:
http://mesmerizedbysirens.blogspot.it/2011/12/magic-isnt-throwing-fireballs-magic-is.html
or this other one:
http://mesmerizedbysirens.blogspot.it/2011/12/hp-lovecraft-consummate-prose-stylist.html
Hmmm...i'll see what i can do.
For instance, this, that i cherished much:
http://mesmerizedbysirens.blogspot.it/2011/12/magic-isnt-throwing-fireballs-magic-is.html
or this other one:
http://mesmerizedbysirens.blogspot.it/2011/12/hp-lovecraft-consummate-prose-stylist.html
Hmmm...i'll see what i can do.
So, you admit it.
Imagine magazine issue #1, there is the so-called "The Beginner's guide to role-playing", i was amused to read this: "...you play the part of a fantasy hero battling fearsome monsters, as you struggle to become more powerful..."
More powerful..not to develop a deeper character, a more realistic and profound alter ego in an alternate reality...but just to become more powerful.
I know, that is just an early advertisement, but, anyway. I just can't like it.
I think i will compare ( in a future post), the content of this ad to what Richard Snider wrote about what he thought it was the main and most entertaining aspect of playing a fantasy character.
More powerful..not to develop a deeper character, a more realistic and profound alter ego in an alternate reality...but just to become more powerful.
I know, that is just an early advertisement, but, anyway. I just can't like it.
I think i will compare ( in a future post), the content of this ad to what Richard Snider wrote about what he thought it was the main and most entertaining aspect of playing a fantasy character.
2012/11/07
Basic or Advanced?
As i said, yesterday, here they are: better resolution scans of an article contained in issue 3 of Imagine magazine.
One of the most interesting quote i found in this article when i read it, is this:
"Basic D&D feels as if you are playing a game, whereas Advanced D&D can feel
as if you are taking part in a fantasy novel".
Oddly enough, this is exactly what my first DM taught me when i encountered AD&D as a teenager. A lot of attention was given to the role-playing aspect, and together with the rules so detailed, i really grasped how important it was to be able to recreate an illusion, that is, to give flesh to dreams.
From there, i then moved to more complex fantasy rpg's, to pursue the same, the Grand Illusion. But this is another story.
One of the most interesting quote i found in this article when i read it, is this:
"Basic D&D feels as if you are playing a game, whereas Advanced D&D can feel
as if you are taking part in a fantasy novel".
Oddly enough, this is exactly what my first DM taught me when i encountered AD&D as a teenager. A lot of attention was given to the role-playing aspect, and together with the rules so detailed, i really grasped how important it was to be able to recreate an illusion, that is, to give flesh to dreams.
From there, i then moved to more complex fantasy rpg's, to pursue the same, the Grand Illusion. But this is another story.
2012/11/06
Imagine magazine issue #3
Again, Grognardia is talking about another issue of Imagine magazine.
Again, i appreciate a lot his reviews, but at the same time i wonder how eagerly anyone not owning any of them may crave for them (i hope this convoluted english sentence is understandable).
It must be painful after all.
Fortunately, i have all of them in electronic format. I still have to put issue 2 available, but today he is reviewing issue number three.
So, here it is an article taken from its pages.
I still have to figure out if there is interest in this, since i received just two comments so far.
By the way, i know the quality is not outstanding, i'll try to upload better resolution later.
Again, i appreciate a lot his reviews, but at the same time i wonder how eagerly anyone not owning any of them may crave for them (i hope this convoluted english sentence is understandable).
It must be painful after all.
Fortunately, i have all of them in electronic format. I still have to put issue 2 available, but today he is reviewing issue number three.
So, here it is an article taken from its pages.
I still have to figure out if there is interest in this, since i received just two comments so far.
By the way, i know the quality is not outstanding, i'll try to upload better resolution later.
2012/11/04
Imagine magazine issue #1
So i noticed that on Grognardia website James started to comment on Imagine issues, that is quite interesting and i applaude at this idea, anyhow i couldn't help but wondering: "is this not pointless without giving people the chance to actually read these and making ideas of their own"?
Of course, i'm talking about those (few?) who could not afford to get physical issues of this magazine.
So, here it is the experiment: as soon as Grognardia publishes reviews of single issues, i will make them available here.
But i repeat, it is just an experiment, should i realize there is no interest in this, i will immediately cease.
To start, Imagine issue #1.
FILES.MAIL.RU
Of course, i'm talking about those (few?) who could not afford to get physical issues of this magazine.
So, here it is the experiment: as soon as Grognardia publishes reviews of single issues, i will make them available here.
But i repeat, it is just an experiment, should i realize there is no interest in this, i will immediately cease.
To start, Imagine issue #1.
FILES.MAIL.RU
2012/11/01
The Music of Erich Zann (1980)
A better version than that which is available on youtube.
IMDB link here
Based upon the short story of H. P. Lovecraft (which the author listed as one of his personal favourites), this is the 1980 adaptation, directed by John Strysik.
The naĂŻve young Charles Dexter Ward finds himself staying at a boarding house on the mysterious street Rue D’Ausiel during his studies in Paris . In his room each night he hears haunting violin music emanating from the building’s top floor, where, he learns, an old man named Erich Zann lives. He convinces Zann to play for him one night, but when he asks the old man to play the eerie refrain that drew Ward to him, Zann violently refuses and asks the building’s proprietor to re-locate Ward on a lower floor.
The music continues to haunt Ward’s dreams, however. One night he hears a falling sound from Zann’s upstairs room and knocks on the door to see if he’s okay. Zann invites him in and promises to write down the full explanation of his “blasphemies.” After he’s filled several handwritten pages, however, strange tones are heard coming from Zann’s curtained window; the musician grabs his violin and commences playing it in an apparent attempt at keeping whatever is lurking outside at bay. During the melĂ©e Zann’s papers are blown through the window and Ward takes the opportunity to part the curtains and look out...and is confronted with all manner of unearthly visions.
http://depositfiles.com/files/nuvo5dfx5
IMDB link here
Based upon the short story of H. P. Lovecraft (which the author listed as one of his personal favourites), this is the 1980 adaptation, directed by John Strysik.
The naĂŻve young Charles Dexter Ward finds himself staying at a boarding house on the mysterious street Rue D’Ausiel during his studies in Paris . In his room each night he hears haunting violin music emanating from the building’s top floor, where, he learns, an old man named Erich Zann lives. He convinces Zann to play for him one night, but when he asks the old man to play the eerie refrain that drew Ward to him, Zann violently refuses and asks the building’s proprietor to re-locate Ward on a lower floor.
The music continues to haunt Ward’s dreams, however. One night he hears a falling sound from Zann’s upstairs room and knocks on the door to see if he’s okay. Zann invites him in and promises to write down the full explanation of his “blasphemies.” After he’s filled several handwritten pages, however, strange tones are heard coming from Zann’s curtained window; the musician grabs his violin and commences playing it in an apparent attempt at keeping whatever is lurking outside at bay. During the melĂ©e Zann’s papers are blown through the window and Ward takes the opportunity to part the curtains and look out...and is confronted with all manner of unearthly visions.
http://depositfiles.com/files/nuvo5dfx5
2012/10/31
Royal Armies of the Hyborean Age (1975)
I didn't think i could ever get my hands on this...well, i was mistaken.
From Fantasy games unlimited, a rarity i want to share with the rest of the world.
"A variant of FGU's Broadsword rules designed to "make possible the recreation, on a table top, of the type of battle described in Robert E. Howard's Conan stories." There are rules for magic and a section giving descriptions and army lists of the forces of the various nations of the Hyborian age."
FILES.MAIL.RU
From Fantasy games unlimited, a rarity i want to share with the rest of the world.
"A variant of FGU's Broadsword rules designed to "make possible the recreation, on a table top, of the type of battle described in Robert E. Howard's Conan stories." There are rules for magic and a section giving descriptions and army lists of the forces of the various nations of the Hyborian age."
FILES.MAIL.RU
The Magnamund Companion
Not everyone is aware of this awesome fantasy setting, so here it is.
I started my fantasy role-playing hobby with videogames as well as the Lone wolf series of gamebooks, so i think that i will give it a shot sooner or later, throwing my players in this fascinating world.
To me, it seems so real, i don't know why but it exerts a great force on my imagination, probably because it involves my childhood memories in a feverishly manner.
Enjoy.
MEDIAFIRE
I started my fantasy role-playing hobby with videogames as well as the Lone wolf series of gamebooks, so i think that i will give it a shot sooner or later, throwing my players in this fascinating world.
To me, it seems so real, i don't know why but it exerts a great force on my imagination, probably because it involves my childhood memories in a feverishly manner.
Enjoy.
MEDIAFIRE
2012/10/13
Silencing Gygax. The Boundlessness of the fantasy rpg hobby.
This is the story of Albert, Emeritus Professor of Philosophy at the Notre-Dame University of Paris.
Since his childhood, he felt profoundly attracted by speculations about the nature of reality and of the world as a whole. When he became an adult, he began attending the faculty of Philosophy. He was eager to learn and was educated thoroughly. He studied Plato, Socrates Dscartes, Kant, Netzsche, and so on.
After five years he obtained a degree. He kept on studying and after a couple of years more
he was permitted to TEACH philosophy because at that point in his career he was recognized and accepted as a teacher, as an expounder of a discipline.
He was regarded as a luminary.
After all, he dedicated and evoted many, many years of his life to the study of this subject, and he knew the history of this discipline, of this field of study.
He was delighted to contemplate all that the human mind had been capable of thinking and pondering since the dawning of mankind and the birth of abstract speculation.
At times he sat on his sofa, quietly smoking his cigar and further examining critical studies written to better explain the theories of some of the well-known and respected titans of thought which appeared centuries before and that he so eagerly admired. Schopenhauer, Spinoza,and so on...
Then, during a casual stroll on a rainy evening, while walking in a remote part of the city he lived in, he stumbled upon an old bookstore he had never noticed before.
Beyond the entance door, he found himself in an half-lit room and he realized that that was an antiquarian bookstore and he was surrounded by interesting volumes, all hoarded on wooden shelves about him, volumes worth perusing, many of which were old and second-hand.
Whilst searching, he found a dusty tome titled "Dictionary of philosophers".
He was totally unaware of the existence of such a work of reference. In fact, it was a massive and sturdy tome of about 3000 pages in lenght, which claimed to record -alphabetically- all of the philosophers who ever existed through the centuries and who had written some treatise, work, or dissertation of any kind.
Entranced he began reading, and soon Albert forgot anything about him.
He was flabbergasted when he stumbled upon the name of an Hungarian thinker died in 1820 which name he had never heard before and who had written a philosophical book whose title meant "The Impossibility of the existence of an external world".
It was specified that an english translation existed somewhere, though hard-to-find.
Albert read the synopsis and the table of contents that was provided, and he was astounded to learn the views and the kind of intricate and byzantine reasoning it contained.
Albert was confused and an odd feeling of uneasiness held him. He immediately bought the dictionary the went home.
Once gone back, he sat on his couch.The desire to obtain the precious book of that Hungarian philosopher held him spellbound, and he obsessively began to wonder why none of his former teachers ever warned him or informed him about the mere existence of such an eminent philosopher who apparently lived all his life unnoticed in spite of the fact he wrote a philosophical work which could rival Kant's works.
Why his works were not recorded and mentioned in the history of the discipline he graduated in?
Then he pondered: "I graduated in a field of study despite i was unaware of this scholarly work. Nonetheless, they generally regard me as a master of this subject, that is, philosophy. In fact, i teach philosophy every day in front of hundreds of sudents. How can this not be a shame at this point?"
For the first time in his life, he realized that no one can call himself a teacher, unless he knows everything that has been written and thought on the topic he wants to be a teacher in.
He now knew there was a huge lack in his knowledge he had been unaware of until now- a gap, a terrible void- which threw him in a state of uncertainty- in a word, he didn't feel capable of teaching anymore because he knew he was the first person who instead needed to learn again.
Studying the multitude of obscure philosophical works which he every day discovered in this formidable compendium found in an old bookstore started becoming his sole interest.
It was a question of dignity.
If he was to be called and regarded again as a teacher of philosophy, he could not be ignorant and unaware of the strange and fascinating theories written by these lesser-known philosophers which- thank heaven - were recorded name by name in the tome he held in his hands and that he cherished so much.
Yes, he knew very well Plato and Kant- and smiling to himself he asked aloud- though none was in the room except himself- : "Which philosophy professor doesn't know or has never heard about Hume, for instance? But i'm sure only a few know about "The Impossibility of the existance of an external world". the title is spellbinding, who knows which treasures might lie within?
How can they boast themselves being called professors" No, what we need is humility.
I am not going to teach anymore in my life until i will have grasped the thought of these forgotten philosophers. Only then will i find again the courage to speak before students about my subject of study".
---------------------------
The story of Albert mirrors mine.
Richard Snider, Ed Simbalist, Dave Hargrave, John Dankert, and the others: thank you for your teachings and for making me realize that no one can venture further in the fantasy rpg hobby regardless of your words of wisdom. Blind is he who accepts only one single master as his guide. May you rest in peace.
Since his childhood, he felt profoundly attracted by speculations about the nature of reality and of the world as a whole. When he became an adult, he began attending the faculty of Philosophy. He was eager to learn and was educated thoroughly. He studied Plato, Socrates Dscartes, Kant, Netzsche, and so on.
After five years he obtained a degree. He kept on studying and after a couple of years more
he was permitted to TEACH philosophy because at that point in his career he was recognized and accepted as a teacher, as an expounder of a discipline.
He was regarded as a luminary.
After all, he dedicated and evoted many, many years of his life to the study of this subject, and he knew the history of this discipline, of this field of study.
He was delighted to contemplate all that the human mind had been capable of thinking and pondering since the dawning of mankind and the birth of abstract speculation.
At times he sat on his sofa, quietly smoking his cigar and further examining critical studies written to better explain the theories of some of the well-known and respected titans of thought which appeared centuries before and that he so eagerly admired. Schopenhauer, Spinoza,and so on...
Then, during a casual stroll on a rainy evening, while walking in a remote part of the city he lived in, he stumbled upon an old bookstore he had never noticed before.
Beyond the entance door, he found himself in an half-lit room and he realized that that was an antiquarian bookstore and he was surrounded by interesting volumes, all hoarded on wooden shelves about him, volumes worth perusing, many of which were old and second-hand.
Whilst searching, he found a dusty tome titled "Dictionary of philosophers".
He was totally unaware of the existence of such a work of reference. In fact, it was a massive and sturdy tome of about 3000 pages in lenght, which claimed to record -alphabetically- all of the philosophers who ever existed through the centuries and who had written some treatise, work, or dissertation of any kind.
Entranced he began reading, and soon Albert forgot anything about him.
He was flabbergasted when he stumbled upon the name of an Hungarian thinker died in 1820 which name he had never heard before and who had written a philosophical book whose title meant "The Impossibility of the existence of an external world".
It was specified that an english translation existed somewhere, though hard-to-find.
Albert read the synopsis and the table of contents that was provided, and he was astounded to learn the views and the kind of intricate and byzantine reasoning it contained.
Albert was confused and an odd feeling of uneasiness held him. He immediately bought the dictionary the went home.
Once gone back, he sat on his couch.The desire to obtain the precious book of that Hungarian philosopher held him spellbound, and he obsessively began to wonder why none of his former teachers ever warned him or informed him about the mere existence of such an eminent philosopher who apparently lived all his life unnoticed in spite of the fact he wrote a philosophical work which could rival Kant's works.
Why his works were not recorded and mentioned in the history of the discipline he graduated in?
Then he pondered: "I graduated in a field of study despite i was unaware of this scholarly work. Nonetheless, they generally regard me as a master of this subject, that is, philosophy. In fact, i teach philosophy every day in front of hundreds of sudents. How can this not be a shame at this point?"
For the first time in his life, he realized that no one can call himself a teacher, unless he knows everything that has been written and thought on the topic he wants to be a teacher in.
He now knew there was a huge lack in his knowledge he had been unaware of until now- a gap, a terrible void- which threw him in a state of uncertainty- in a word, he didn't feel capable of teaching anymore because he knew he was the first person who instead needed to learn again.
Studying the multitude of obscure philosophical works which he every day discovered in this formidable compendium found in an old bookstore started becoming his sole interest.
It was a question of dignity.
If he was to be called and regarded again as a teacher of philosophy, he could not be ignorant and unaware of the strange and fascinating theories written by these lesser-known philosophers which- thank heaven - were recorded name by name in the tome he held in his hands and that he cherished so much.
Yes, he knew very well Plato and Kant- and smiling to himself he asked aloud- though none was in the room except himself- : "Which philosophy professor doesn't know or has never heard about Hume, for instance? But i'm sure only a few know about "The Impossibility of the existance of an external world". the title is spellbinding, who knows which treasures might lie within?
How can they boast themselves being called professors" No, what we need is humility.
I am not going to teach anymore in my life until i will have grasped the thought of these forgotten philosophers. Only then will i find again the courage to speak before students about my subject of study".
---------------------------
The story of Albert mirrors mine.
Richard Snider, Ed Simbalist, Dave Hargrave, John Dankert, and the others: thank you for your teachings and for making me realize that no one can venture further in the fantasy rpg hobby regardless of your words of wisdom. Blind is he who accepts only one single master as his guide. May you rest in peace.
2012/09/28
Rediscovering Powers & Perils
"I'm doing a review of the system which wavers between love and hate, enthusiasm and dismay. I've loved the ideas behind P&P for decades, but convinced myself it was probably as terrible as my friends thought it was, and now that I'm going back through it ... it's not perfect, but I have to admire it."
"Yep. Powers & Perils. Avalon Hill's entry into early-80's RPGs, complete with the requisite ampersand. I've been completely fascinated (at times obsessed!) with this system for no real reason ever since I was a kid. Through some accidents of fate (and companies dumping stock onto Kay*Bee Toys) I have all three published works - the box set, the Perilous Lands box, and the Tower of the Dead adventure.I don't know why I loving love this game, but I do. Its combination of earnestness and terribleness hits me right in the ... well, the imagination balls if there's such a thing. It's a splendid mix of math-heavy gonzo early-80's games, high school algebra, and a weird implied setting with some real charm. It's packed full of interesting ideas because, near as I can tell, the author had no clue what he was doing and just vomited a bunch of rules into a box set, numbering them as kind of an afterthought. It didn't matter - I loved this game, made characters in it, and even figured out the system a little bit.
I could never get my friends to play it with me, though - they were convinced it was a piece of poo poo. And ... um ... they might be right? I'm not convinced this game was ever playtested, and I'll wager hardly anyone managed to actually play it once they bought it. I was so desperate to get people to try it out that I even copied the loving rules into a notebook by hand to try and trick them into playing it. Yeah, dick move, but you should have seen the Dimension Lord my friend Brad threw at us in his D&D game ."
A guy under the nickname of "Dwarf74" is currently writing a sort of overview of the Powers & Perils system.
It is worth checking out, you can find all the articles he has written until now here.
2012/09/22
The Nine Doctrines of Darkness
"In the time before Men, Elves, or creatures of any kind walked the material plane, there were created three caves of power. Although their origin has been lost in antiquity, the caves have retained the awesome force with which they were originally endowed. Each cave contains a pattern of arcane knowledge inscribed upon its smooth-surfaced floor.In order to maintain the balance of nature, one cave of each alignment (good, neutral, and evil) was created, and within each recorded all laws pertaining to its nature. Throughout history the caves were mentioned in legend though none had actually been seen.mages and Mystics had at times gained brief glimpses of the caves through their meditations, but such visions were always obscured by the fields of power abiding within. Thus, the location of the caves remained a mystery until Lord Erlich, an evil Arch Mage, found the Cave of Darkness after three decades of searching.Under the great roots of a giant oak,deep within the old forest, he noticed a small hollow which proved to be the cave entrance. Entering the low-vaulted chamber, Elrich was awed by the sight of a golden pattern etched flawlessly upon the smooth ebony floor. Entranced with the vision of great power, he slowly began to walk the pattern. A full nine days later, he had walked the pattern in its entirety, and thus comprehended the nine principles upholding all Evil. This knowledge tore at Elrich, piercing his soul like a mortal wound. Deep in despair, Lord Erlich, Arch Mage and sole possessor of the nine principles arcane, began to fade.
Hoping still to master his fate and possess completely the knowledge of perfect evil, Elrich began to conjure. Through his art he formed nine blackbound texts and upon them he wrote "The Nine Doctrines of Darkness". Tirelessly, he transcribed into each text one of the nine principles of Evil. Though his task was arduous, he labored obsessively, and within two days time the texts were complete and perfect in their detail.
Working his magic once more, Elrich then polymorphed each volume into different common-place objects, and instructed his Homonculous to hide them carefully throughout the world. When his servant had departed, lord Erlich created a scroll empowered with a spell of summoning to gather the Doctrines at will. After he had completed this, he sat on the cave's smooth ebony floor and summoned all his will in an attempt to conquer the terrible power surging within him.
The struggle was awesome, but Lord Erlich knew he had no choice. Numbness spread slowly throughout his limbs preventing his escape, and still his will endured. For three months he fought, using all his power and knowledge to ward off impending doom. Finally, his soul wrought with pain and his body numb and lifeless, Elrich gave a great cry of despair and collapsed on the cave floor. The knowledge of perfect Evil had brought the Arch Mage to utter and final destruction.
Though they appeared to be common objects, the Doctrines retained their inherently high charisma and were, in time, discovered and carried away to differents part of the world. Time passed uneventfully and the Doctrines changed hands many times, usually under very odd sets of circumstances.
Nearly four centuries had passed when the polymorph spell began to lose hold on the Doctrines. The first text appeared in the forest of Gelden Minor in the hands of Locklomin, King of the Elves and holder of the sceptre of Lawful Good. It was late afternoon in the month of July, when the King's favorite wine flask suddenly appeared in its true form. News spread quickly throughout the land and those of both good and evil natures became profoundly interested in the discovery. Defenders of the land began a pilgrimage to Gelden Minor either to guard or destroy the Doctrine. Evil creatures of every description set out for the forest of the Elves with their own ambition, to obtain the Doctrine. The time was short before news of the Doctrine reached the Underworld, provoking concentrated interest among the Arch Devils. Asmodeus himself was not the least of those interested in obtaining the Doctrine for his own use. Turned by the power of a great artifact, the sceptre of Lawful Good, all attempts by the underworld to enter the castle of the Seven Towers had failed.
Unable to obtain the Doctrine themselves, the Arch-Devils began to enlist the aid of mortals promising them great treasure and giving them what aid possible. Thus began the War of the Doctrine, a great war centered around the small forest of Gelden Minor, which influenced the entire land and involved many holders of power".
2012/09/18
Maze of zayene is mine and pondering Powers & Perils thrice
So, i finally bought the entire "Maze of Zayene" series (here), and it's on its way to me.
In the meantime we just stepped into the core heart of another impossibly beautiful adventure which was published in 1980 for AD&D 1st edition. This one is pretty rare and divided into TWO parts, i'm going to write a long post about it this saturday.
If someone is able to decipher which adventure i'm talking about before saturday, i promise i'll scan it for everyone out there! (since it is still missing from the internet and when i say that i mean you can't find it anywhere, not even on DC++..)
Besides, i'm reading Powers & Perils for the third time, and i started re-writing it on sheets of paper.
I just compiled the first two of them and i am already pretty proud of how i wrote and condensed the rules.
If only Richard Snider's style of writing had been different! P&P would have a wider audience, i'm sure of that.
And as i delve into it i'm realizing more and more the beauty of its complexity.And its Magic system amazes me.Almost (and i say, almost) as much as that of Chivalry & Sorcery.
I hope to have more drafts ready by next summer, i will take my time, if it be years, let it be.
In the meantime we just stepped into the core heart of another impossibly beautiful adventure which was published in 1980 for AD&D 1st edition. This one is pretty rare and divided into TWO parts, i'm going to write a long post about it this saturday.
If someone is able to decipher which adventure i'm talking about before saturday, i promise i'll scan it for everyone out there! (since it is still missing from the internet and when i say that i mean you can't find it anywhere, not even on DC++..)
Besides, i'm reading Powers & Perils for the third time, and i started re-writing it on sheets of paper.
I just compiled the first two of them and i am already pretty proud of how i wrote and condensed the rules.
If only Richard Snider's style of writing had been different! P&P would have a wider audience, i'm sure of that.
And as i delve into it i'm realizing more and more the beauty of its complexity.And its Magic system amazes me.Almost (and i say, almost) as much as that of Chivalry & Sorcery.
I hope to have more drafts ready by next summer, i will take my time, if it be years, let it be.
2012/09/08
No brotherhood amongst old-school players
There is no such thing as a brotherhood in the old-school renaissance community.
I play "Powers & Perils", i am simply not able to comprehend you's, your frame of mind, your viewpoint, i cannot understand how your neurons behave and act on one another, cannot come to know how your brain operate.
Much as Tolkien and Howard, or Lovecraft compared to Edgar Allan Poe, the uniqueness of fantasy rpg's is overlooked and underestimated.
This is every day clearer and clearer to me, it is an evidence: fantasy role-playing games, although they may have similarities among them, in spite of this there is an abysmal distance which separates them without hope of reconcilement making them totally different from one another.
At times i felt how "outrè" is the mere fact that i'm playing , say, Chivalry & Sorcery or Powers & Perils instead of Dungeons & dragons. I (we, if i decide to consider the tiny communities that still exist for these games), we feel kind of outsiders.
I am not saying that we are the fools and the others are doing it right, nor vice-versa.
I am just pointing out and stressing the fact that - in the final analysis - i am now playing Powers & perils and that is how the world works for me.
When you adhere to a system, when you "abide by" its principles, you forget the rest, because you have come to grasp the "spirit" of the game - and each game has a different soul, a different scent. You end up being imbued with its philosophy.
We are not a brotherhood, this is false, each one of us is alone under the system of his choice and caged inside his own brain.
You don't believe that?
Try to read, absorb, and figure out a complex FRPG such as Chivalry & Sorcery, Powers & perils, Rolemaster 2nd edition, AD&D 1st edition or even Arduin.
I'm not talking about a cursory read.
I said: read, absorb, and figure it all out.
After weeks of solitude in doing that, you will sink in them and realize what i'm trying to convey with words.
I maintain that they have almost nothing in common with one another, apart from the fact that they are all FANTASY games.
And never - under any circumstances - listen to anyone whispering in your ear they are all mirrors of the grandfather of all fantasy rpg's - that's a falsehood, but if you delve into them you'll end up recognizing the truth by yourself.
Everyone is caged inside his own brain and you will never witness a reunion of C&S, P&P and AD&D players under the same roof, be sure of that.
Choose your game carefully, choose your abode wisely.
And especially to you, who are young and have just started perusing the multitude of old school fantasy rpg's, once more i'd like to say: there is no brotherhood among us, there has never been one as far as i know; rather, know that there may be disdain among different old-school traditions, each claiming to possess the final truth, and it is likely that an old school tradition of some sort speaks disdainfully of another and gives itself superior airs.
Who is living in the ebony tower?
AD&D players, securely confined in their shining empire, or we - who dwell alone sipping the kind nepenthe that drip from defunct and forsaken games?
Perhaps none of us is - but what is certain is that we are not a brotherhood and i see no way how we could or should ever be one.
I play "Powers & Perils", i am simply not able to comprehend you's, your frame of mind, your viewpoint, i cannot understand how your neurons behave and act on one another, cannot come to know how your brain operate.
Much as Tolkien and Howard, or Lovecraft compared to Edgar Allan Poe, the uniqueness of fantasy rpg's is overlooked and underestimated.
This is every day clearer and clearer to me, it is an evidence: fantasy role-playing games, although they may have similarities among them, in spite of this there is an abysmal distance which separates them without hope of reconcilement making them totally different from one another.
At times i felt how "outrè" is the mere fact that i'm playing , say, Chivalry & Sorcery or Powers & Perils instead of Dungeons & dragons. I (we, if i decide to consider the tiny communities that still exist for these games), we feel kind of outsiders.
I am not saying that we are the fools and the others are doing it right, nor vice-versa.
I am just pointing out and stressing the fact that - in the final analysis - i am now playing Powers & perils and that is how the world works for me.
When you adhere to a system, when you "abide by" its principles, you forget the rest, because you have come to grasp the "spirit" of the game - and each game has a different soul, a different scent. You end up being imbued with its philosophy.
We are not a brotherhood, this is false, each one of us is alone under the system of his choice and caged inside his own brain.
You don't believe that?
Try to read, absorb, and figure out a complex FRPG such as Chivalry & Sorcery, Powers & perils, Rolemaster 2nd edition, AD&D 1st edition or even Arduin.
I'm not talking about a cursory read.
I said: read, absorb, and figure it all out.
After weeks of solitude in doing that, you will sink in them and realize what i'm trying to convey with words.
I maintain that they have almost nothing in common with one another, apart from the fact that they are all FANTASY games.
And never - under any circumstances - listen to anyone whispering in your ear they are all mirrors of the grandfather of all fantasy rpg's - that's a falsehood, but if you delve into them you'll end up recognizing the truth by yourself.
Everyone is caged inside his own brain and you will never witness a reunion of C&S, P&P and AD&D players under the same roof, be sure of that.
Choose your game carefully, choose your abode wisely.
And especially to you, who are young and have just started perusing the multitude of old school fantasy rpg's, once more i'd like to say: there is no brotherhood among us, there has never been one as far as i know; rather, know that there may be disdain among different old-school traditions, each claiming to possess the final truth, and it is likely that an old school tradition of some sort speaks disdainfully of another and gives itself superior airs.
Who is living in the ebony tower?
AD&D players, securely confined in their shining empire, or we - who dwell alone sipping the kind nepenthe that drip from defunct and forsaken games?
Perhaps none of us is - but what is certain is that we are not a brotherhood and i see no way how we could or should ever be one.
2012/09/01
How not to forge another Dungeons & Dragons zombie
My dear nephew is approaching that age where he is starting to be enticed by fantasy images, be it dragons, fighters, wizards, etc.. and whenever he enters my room where my cherished rpg collection is hoarded his eyes are set ablaze when he sees the covers of the various fantasy role playing games.
He started posing me questions and he's trying to convince me to teach him how to play those games.
I decided i will never show him a copy of D&D or AD&D (it's easy, i don't own it, i think it's the only fantasy rpg that i miss).
What could i show him? or maybe the question is: "What should i show him"?
There's little doubt that the first game we stumble upon is the one we become hooked to ever since and it's very likely it will be the one we'll have the fondest memories about in the far future- all in all, it's the one that is going to have the biggest impact on our minds.
What will i show him?
What is the fantasy rpg most suited for his baptism?
far from being a silly question, the kind of fantasy rpg we meet first is bound to shape our minds and our hearts forever.
A proof of this is the myriad of players worldwide who still find difficulties in getting rid of what they loved for the first time.
I have a friend of mine who's been playing AD&D 2nd edition for twenty years and he can't stand any offer of playing - even just trying - 1st edition AD&D- not to mention if i made him the proposal of changing and switching game altogether.
This blindness has always scared me, because most of the time i noticed it stems from a kind of powerlessness. This friend of mine cannot WILL it, he doesn't have the necessary strenght needed in order to change his mind.
It is as if the habit of solely playing this game for so long has made him uncapable-unable to exercise his will in a different direction. Quite frightening. Sort of the effect of a charm incantation.
So, my nephew's baptism.
Powers & Perils: he wouldn't find it complicated if he played this as his first game, he's so excited he could devour any rules-set.
Or maybe i should opt for Chivalry & Sorcery? He would be utterly fascinated by it and would forget forever anything else.
But why not "The Compleat Warlock" instead of Original Dungeons & Dragons?
This way he'll eventually come to despise OD&D as inferior to Warlock.
Or Dragonquest? Lands of Adventure?
Or maybe the gigantic Rolemaster? He won't fear anything after that.
Anything. anything will do, except for AD&D. I'm not planning to creating another D&D zombie.
There are already too many out there in the wide open world.
I will bestow a different gift upon his infant mind.
And who knows, perhaps he will be grateful to me one day because of this.
He started posing me questions and he's trying to convince me to teach him how to play those games.
I decided i will never show him a copy of D&D or AD&D (it's easy, i don't own it, i think it's the only fantasy rpg that i miss).
What could i show him? or maybe the question is: "What should i show him"?
There's little doubt that the first game we stumble upon is the one we become hooked to ever since and it's very likely it will be the one we'll have the fondest memories about in the far future- all in all, it's the one that is going to have the biggest impact on our minds.
What will i show him?
What is the fantasy rpg most suited for his baptism?
far from being a silly question, the kind of fantasy rpg we meet first is bound to shape our minds and our hearts forever.
A proof of this is the myriad of players worldwide who still find difficulties in getting rid of what they loved for the first time.
I have a friend of mine who's been playing AD&D 2nd edition for twenty years and he can't stand any offer of playing - even just trying - 1st edition AD&D- not to mention if i made him the proposal of changing and switching game altogether.
This blindness has always scared me, because most of the time i noticed it stems from a kind of powerlessness. This friend of mine cannot WILL it, he doesn't have the necessary strenght needed in order to change his mind.
It is as if the habit of solely playing this game for so long has made him uncapable-unable to exercise his will in a different direction. Quite frightening. Sort of the effect of a charm incantation.
So, my nephew's baptism.
Powers & Perils: he wouldn't find it complicated if he played this as his first game, he's so excited he could devour any rules-set.
Or maybe i should opt for Chivalry & Sorcery? He would be utterly fascinated by it and would forget forever anything else.
But why not "The Compleat Warlock" instead of Original Dungeons & Dragons?
This way he'll eventually come to despise OD&D as inferior to Warlock.
Or Dragonquest? Lands of Adventure?
Or maybe the gigantic Rolemaster? He won't fear anything after that.
Anything. anything will do, except for AD&D. I'm not planning to creating another D&D zombie.
There are already too many out there in the wide open world.
I will bestow a different gift upon his infant mind.
And who knows, perhaps he will be grateful to me one day because of this.
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