Showing posts with label Sword and sorcery. Show all posts
Showing posts with label Sword and sorcery. Show all posts

Thursday, April 22, 2021

Cultural Paradigm

 

Ok, this blog post is going to be a "workshop area" for a while.  I'm going to be tinkering around with ideas involving Conan-esque sword & sorcery cultures.  This awesome blog post was brought to my attention recently, and I'm inspired to incorporate it into my own D&D.  

What Thulsa has done is terrific, so do check out his Xoth blog and show him some love.  FYI, his blog post is meant for Pathfinder.  This right here is meant for 5e.

However, I also want to make it my own.  So, it'll be a process taking it from rip-off to homage.  Check back for alteration updates!


Cultural Backgrounds of Cha’alt

Cha’alt has hundreds of isolated settlements.  Due to technology, magic, and the cultural contamination of both off-worlders and those steeped in the ancient ways, the cultural development varies greatly.

Players should choose one cultural background for their character.  Roll on the following random table to determine where an NPC falls on the scale…

  • 1     Savage – They live in the wild, untamed... their culture is barbaric and uncompromising.  Feats of strength, agility, and sheer survival are prized above all else.  This cultural paradigm is wary of technology and the false promises of civilization.  Drug use can dull certain senses, and is therefore rarely seen in savage cultures.  However, weird sexual fetishes are encouraged, believed to benefit the individual or entire tribe, as superstition dictates.  Humanoids from conquered tribes are sometimes taken as slaves, but are generally freed after years of proving themselves through hard work.
  • 2.       Nomadic – Outsiders in regards to cities, they are always moving across S'kbah.  Nomadic tribes are insular and self-contained, preferring their own company, keeping tribal knowledge secret and the oral history of the tribe in living memory - especially since it involves blood oaths to tentacled monstrosities who dwell beyond the outer dark.  Drugs are only used to commune with ultra-telluric entities... with whom they occasionally copulate.  Retaining one's own cultural identity in the face of new experiences and adversaries is paramount.
  • 3.       Civilized – Such humanoids generally live in cities.  They generally have an appreciation for, or may be wholly dependent upon, technology.  Civilized cultures understand the value of diversity of backgrounds and views.  Tolerance, compromise, and moderation are highly regarded traits.  Drugs, deviant sex, and slavery are frowned upon, but can still be had where the dregs of society congregate.
  • 4.       Enlightened – Cultures that have withstood the test of time, neither seeking to build empires nor scatter themselves to the desert wastes.  Humanoids belonging to an enlightened culture have evolved further than those around them via self-mastery.  Their ways seem strange, respecting the Old Gods from a distance while resisting the temptations of demons and pleasure for its own sake.  Drug use is reserved for achieving altered states of consciousness.  Enlightened cultures are detached from the world, priding themselves on sacrificing oneself in favor of higher pursuits of esoteric understanding.
  • 5.       Decadent – When cultures have it too easy for too long, they go soft, indulgent; corruption invariably sets in.  Such humanoids are more interested in aesthetics and individual appetites than the foundations of civilization, such as truth, law and order, or morality.  Decadent humanoids may indulge in recreational drug use as a means of temporary escapism.  For decadents, serving oneself is better than lofty, high-minded ideals.
  • 6.       Degenerate – Cultures that have fallen past the point of decadence seize the fruits of wickedness and degradation.  Subjugation of the weak has turned into a thriving slave trade.  Civilization has declined to the point where the malign, unnatural influence of demons has taken hold.  Cultists worshiping the Dark Gods keep their power by abusing worshipers and demanding daily human sacrifice.  Degenerate cultures use hallucinogens and narcotics to lose themselves entirely, making it easier for them to live with the horrific choices they've made.  The motto of degenerates is "Take what you can, when you can... leaving remorse for those who still retain a conscience."


At this point, and I could very well change my mind, I want to keep the mechanics super rules-light.  One thing I liked about 5e was inspiration (or my interpretation of it).  

Roleplaying choices are made by and incumbent upon the player.  When the GM recognizes player efforts, they are rewarded with a sort of "universal gift card" such as a re-roll that can be used anytime the player chooses.  In my own games (Crimson Dragon Slayer D20, for instance) I call this "Divine Favor".  

There should be a limitation to prevent accidental or purposeful abuse.  So, I'll say no more than 3 points of Divine Favor per session, for each PC.

So, when the decadent thief indulgences in some vermilion-lotus to pass the time (decadent), the fighter shoves court intrigue aside in favor of slicing the demon's head off (savage), the cleric sells humanoids into slavery in exchange for forbidden secrets (degenerate), or the sorcerer reads his scrolls in a tent outside the city while his companions sleep in comfortable beds (nomadic)... each should receive Divine Favor.  

Feel free to comment below!

VS

p.s. I still have Cha'alt and Cha'alt: Fuchsia Malaise hardcover books for sale.  Ordering details here.


Saturday, June 13, 2015

Geek Native review of HtGMlaFB


Geek Native was kind enough to review How to Game Master like a Fucking Boss over here.  

TL;DR: Venger comes across as an old school, myopic sexist but also seems to know how to run a fantasy roleplaying game.  So, take that for what it's worth...

VS



Monday, March 2, 2015

Sword & Sorcery, Sex & Violence: my sleazy reply


+Joshua Kubli brought this article to my attention.  I read it and it made me wish that I lived in a land of Super-Men, in the Nietzsche sense of the word... speaking of visionaries who draw censors like moths to a flame.

Yes, I read it.  Opinions are everywhere.  Try to change mine and I will reciprocate (occasionally) - even though I know that opposing views will almost never find common ground.  It's still important to fight.  And to die, if necessary.  But I don't think that's going to happen today.

Before I say anything else, let me clarify something.  It's not to generate sales.  I put racy, sleazy, sexualized, objectifying,"softcore porn" artwork on my book covers because that's the kind of stuff I like to look at.  That's what I'm into.  I find it aesthetically pleasing, partly because it's somehow taboo in certain conservative circles (even though it's 2015).  Same thing with gory and horrific imagery.  It also has the benefit of mirroring the content within.  Other publishers might use half-naked women and bloody corpses because it makes more money.  That's as good a reason as any, but it ain't mine.  As an independent publisher, I put out RPG books because it's what I want to do.  Not to make a few bucks.  This is my art.

Now that that's out of the way, some advice: stop feeling self-conscious, insecure, and judged by other people.  You're not a victim!  Doesn't matter if it's your gaming buddies, friends, acquaintances, family members, the pope, president, boss, or the hooker you share a needle with.  In fact, you're more likely to be judged by the fact that you're a gaming geek or scifi/fantasy nerd than the cleavage on that thing you're reading.  Oh well, such is life.

Even if it is their business (which it isn't), you don't have to pay them any mind.  You're your own man (or woman).  Do as you see fit.  Tolerate the tastes of others - even if you consider it bad taste - or you'll be forced to swallow my intolerance for your whiny, puritanical bullshit... and believe me, you don't fucking want that.

Keep tabletop gaming free from censorship.  Allow us to keep it evil, sexist, exploitative, or whatever we choose.  If you're doing the creating, do it different... just so long as you keep it true to yourself (whatever that may be), a manifestation of your will.  Or else don't bother trying to create a damn thing.  If it doesn't resonate with your essence, why bother?

VS



Wednesday, October 22, 2014

Zarono's Sorcerer of Torth


I'm privileged to know many creative individuals.  Working with and alongside great artists is definitely a perk of the job.

I was especially pleased to see Zarono incorporate my likeness into a piece for Revelry in Torth.  Here's a teaser from the adventure coming out this winter...

Akzath Ithraed was one of the original seven sorcerers who bathed Torth in nuclear fire.  He sleeps the fitful slumber that is a sorcerer's death, entombed but not forgotten.


VS



Monday, June 17, 2013

Modules wanted!


I just read an article / blog post / skyscraper-elevator-pitch for yet another OSR roleplaying game.  Now is the age of power, darkness, sword and sorcery... of fantasy heartbreakers and option overload.  We have almost too many choices out there.  To name but a few...

Dungeon Crawl Classics, Swords & Wizardry, Labyrinth Lord, Monsters & Magic, Castles & Crusades, Microlite74, Adventures Dark & Deep, Astonishing Swordsmen & Sorcerers of Hyborea, Basic Fantasy Roleplaying, OSRIC, Dungeon World, Lamentations of the Flame Princess, etc.  Believe me, I could've gone on and on.

Suffice it to say that DMs and players have a plethora of RPGs to explore.  What sets these apart?  Why play one over the other?  I'm not going to get into that here and now.  Perhaps that's a blog post for another time.  This little piece is about something else...

What does each and every OSR RPG mentioned above need?  Great adventures!  Sure, a talented DM could write his own, week after week, campaign after campaign, gaming group after gaming group.  But that DM could also just make up his own RPG.  Most guys running the game are going to want an interesting module to either riff off, follow religiously, or something in-between.

I say that an old school renaissance war is already upon us, though we realize it not.  Too many games for such a small niche hobby - the OSR community is really a niche within a niche.  Yeah, a microcosm of fantasy roleplaying.  That means (to my way of thinking) that strong scenarios are needed now more than ever.  And, to go even further, the best modules will allow certain games to flourish as others fall by the wayside.

Yes, module-smiths are the new kingmakers!  OSR RPG companies can either create their own adventures, hire people to do it for them, or simply do nothing and allow scenario writers to do their thing with all the open content and copyright-free goings on.  It seems like a symbiotic relationship is forming between the companies creating games and those individuals who are creating adventures.

At the moment, t'were me, I'd much rather be an indie module publisher than a brand new OSR RPG publisher.  But I'm sure that not everyone would agree.  After all, it's still early days.  Let the war rage on!


VS

p.s.  Apparently, there are hundreds of OSR modules out there in cyber-land, and the number keeps growing.  But so does the amount of game systems.  I was giving it some thought last night.  Maybe modules are like songs and RPGs are like record labels.  If one of the two just stopped multiplying, which would we notice?

Friday, May 3, 2013

Essential elements of Sword & Sorcery


The topic for this blog post was a special request from my friend, James Paese.  He is interested in creating a world for his roleplaying game of choice and wanted me to recommend a few essential elements of the sword-and-sorcery story, as it was designated back in 1961.  So, let's do it!

What are the essential elements of the sword & sorcery genre?  I'm listing them below; highly influenced by fantasy films from my youth, as well as, some classic S&S literature from the likes of Robert E. Howard, H.P. Lovecraft, and Roger Zelazny.  I've been meaning to bone up on more Appendix N material, but having two small kids leaves precious little time for reading.  Anyways, without further ado...


  • Some are born for better things!  I'm talking about destiny.  There should be a few individuals who are fated to make a difference, to shake things up.  Those predestined for greatness!  Conversely, there have to be those tragically predestined for horror.
  • Even if magic seems to be commonplace, it must remain esoteric!  Sorcery is not for everyone, and even if the DM wants a magic-rich world, those who explore the full extent of its power should be few and far between.
  • Magic is dangerous and weird!  There's a price for having that kind of power.  Sorcery is an unnatural pursuit.  Let the entire world reflect that.  Yet, it must also have a source... or many sources.  The DM needs to consider where magic-users get their spells, as well as, the energy to cast them.  Old Ones, Elder Things, Outer Gods, and Demon Lords are always useful in that regard.
  • Ambitious men are infinitely corruptible!  Most humans (or humanoids) can be good, decent, law abiding citizens of the realm; however, those at the top are almost always greedy, salacious, egotistical pricks.  If they haven't already made a Devil's bargain, they're on their way.  A great story requires a great villain!
  • It's not all bad!  All the darkness (and there should be A LOT of it) needs to be counter-balanced with extraordinary beauty and virtue and courage.  Just as the demonic forces are closing in on the realm, so should the DM populate his world with unicorns, crystal caverns, virginal princesses, honorable knights, and a few willing to sacrifice themselves for the greater good.
  • Epic and bloody battles!  It's not all about the sorcery.  Many disputes are settled by sword.  Hacking through encounters, killing monsters, dueling human (or humanoid) antagonists, etc.  Not only are the stakes high - this is life and death we're talking about, after all - but our depraved voyeurism demands crimson spurts, the warm splash of dark red upon our face, and glistening gore decorating the marble corridors of Zenn.  
  • The unknown!  What's life without a little mystery?  The majority of players don't know it, but they crave a certain amount of strangeness.  What lurks within those shadowy ruins?  Why is there a tree growing up to the heavens?  Where is the mountain beyond the mountain?  How did that dilapidated Statue of Liberty get here?!? 
___

If you want to suggest a topic for a future blog post, dear reader, please go right ahead.  


VS