gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
In case you missed it, I love Istanbul. My studies include the wider Eastern Roman Empire (aka the Byzantine Empire) and later the Ottoman Empire, with a fascination with the end of that empire, which was very messy.

Which is why I had a big smile on my face when FedEx sent me an email that my package had been picked up in Istanbul. What am I getting? Historica Arcanum: The City of Crescent.

The campaign takes place in Victorian-Era Istanbul during the reign of Abdulmejid I, with an intrigue-filled campaign taking players on a journey in one of the oldest and most culturally diverse Imperial Capitals of our world! I've been reading the PDF, but I wanted the physical book.

Yes, it uses the D&D 5th Edition engine, but it is magnificently tweaked to get the feel of 19th-century Ḳosṭanṭīnīye (The Turkish version of Constantinople.) Written by natives of the city, you feel it. They do a great job of translating D&D classes into roles appropriate for the setting and a much more subtle advancement path.

This is not a game of bashing monsters (although creatures of legend live in the Queen of Cities in disguises) but a thinking campaign of Secret History, as rival magical societies and political movements begin fighting for the fate of House of Osman.

Then there is the free stuff. A pack of gorgeous maps that took me back in an instant. When I saw the books at Baycon, I checked out the map and was able to place our hotel from 2016 on it. There is a collection of smaller tactical maps for fights in the city.

There was also a 29-track soundtrack designed to be played at various points in the game. Just on it is own, it is beautiful. Two tracks, "Istanbul by Day" and "Istanbul by Night," are just ambient sounds from the city.

This is an amazing piece of work, and Metis Media has produced several similar titles. Check them out.

gridlore: Photo: penguin chick with its wings outstretched, captioned "Yay!" (Penguin - Yay!)
Dragon's Milk Bourbon Barrel-Aged Stout

So smooth and rich, with a full-bodied flavor all through the sip. Coffee, chocolate, and you can just get the aging process. No after kick which might be dangerous! 11% ABV.

This is not an everyday beer; it is a special occasion, a big meal beer. I really want to pair it with a hearty stew and fresh French bread with real butter.

Try this if you love a good Stout, which is not my typical beer style, as I tend to prefer lighter brews.
gridlore: Photo: Rob Halford on stage from the 1982 "Screaming for Vengeance" tour (Music - Rob Halford)
It took three years, but it was mostly worth the wait.

I'm a Metalhead. I have been since 1983. I love almost all forms of the genre, so to see a TTRPG dedicated to the concept of a freewheeling, horns-flashing, headbanging game made me happy to back the Kickstarter.

Let's pretend we're all at a late-night restaurant after a show, sharing french fries and ranch dressing—first, the complaints.

The game is jargon-heavy. Successes are "Tributes," for example. Several important concepts are buried in the text. I had to keep flipping back to the glossary to comprehend the rule I was reading. The rules could be slightly better organized. Many simple proofreading and editing errors should have been caught in the layout process. Each of the six Metal Gods gets a single "art page" describing them and their goals. One of them is cut off mid-sentence. Later in the book, extraneous letters and odd cuts appear. I get meeting an already blown shipping date, but two extra pairs of eyes and one week of rewriting would have fixed these issues.

Now the things that make us throw up the horns, sing along, and get thrown out of Denny's at 3 A.M.

The tone of the writing and the artwork all build the setting and feel of Ragnarock perfectly. One of my early misconceptions was this was a game about being a metal band in Ragnarock. No, this is about being fucking Metal Demigods in Ragnarock. If this means your Avatar is Hammerhead Türzertrümmerer, who literally has a giant hammer for a head and two giant fucking Teutonic hammers for hands? Go for it!

Attributes and Skills are combined. For example, our friend Hammerhead should put some points in Brute if he wants to break down doors. You also choose a Metal God and a Tone. I'll detail character generation later because it is an adventure in itself, and yes, you can die during character generation.

The world-building requires two encores because there are two worlds. Mundania, where all of us Work Units (formerly known as People) are trapped, and Raganrock, where a few lucky souls can escape to fight the good fight. Your mortal body is still in Mundania, filling out TPS reports or stamping passports or whatever soul-destroying job the Executors and Upper Management have bestowed on you. They desire absolute obedience and conformity. Think of the worst dystopian SF you've ever read or seen. The Adjustment Bureau. Matrix Revolutions without the happy ending. A Stalinist gray wasteland if Stalin and J.P. Morgan joined forces.

But you have escaped, been drawn to the Spiral Umbilical, and if you survived. . . welcome to the party, pal!

So, there will be a second reading in the near future. I'll run my idea for a character through the introductory adventure, which is also an ideal Session Zero and character-building exercise.

What do I want? Aside from a corrected book. . .
  • A proper atlas and gazetteer of Ragnarok.
  • A handout of the basic creation myth.
  • The Spiral Umbilical adventure as a download.


Update from [personal profile] kshandra, 23 Nov 2023: One of the mutual friends Doug and I had through social media is [personal profile] laurenthemself, who among other things works with Ivan Van Norman, the man behind Gods of Metal. I can't find the comment currently, but they promised that they would hold a ceremonial bonfire and "send" Doug a copy of the errata that way. That's metal AF, if you ask me.
gridlore: (Burning_Man)
I am experiencing some powerful conflicting emotions right now.

On the one hand, I know we can't go to the Burn this year. Halford's Liver, we'd end up in adjacent beds in Renown Regional's ICU by Thursday. Even without the breast cancer, my suck year would have put us so far behind in fitness and readiness. . . after last year, I need to be PREPARED. I am not ready for the Playa physically, mentally, or emotionally.

On the other hand, I need to be there. I need to walk to the inner edge of Esplanade to tell the Black Rock Desert to test me because I am stronger than it is. I need to tell stories as my gift and be with my family of choice. I sent them a Kooshball for Kirsten, but I left myself out as usual. I need to be 1SG Bullhorn, a role I love. I had been invited to work with Gate, Perimeter, & Exodus, which I was really looking forward to. As with my job as a Crossing Guard, it would be giving back to the community.

But the main thing is that since 2014, Burning Man has done more to help me return to being me than any therapy or rehab ever could. Like every infantryman, I was forged in fire and shaped by hammers. I had steel inserted in place of a spine (that explains the lower back pain, I suppose) and learned that pain is temporary, pride is forever, and what you thought were the walls of your limitations need to be broken down to open your possibilities.

In short, I am not a Sensitive New Age Guy. (However, I do want to see the Barbie movie.) Kid gloves don't work on me. Give me a mission and an op order. Tell me to make shit happen. Sua Sponte!

On my very first night at Burning Man, I broke down into a fucking crying, exhausted mess. A bunch of drunks I didn't know were trying to build our tent. I didn't know where I was, I was a year out from nearly dying and needed sleep. We were given cots in what I later learned was Rosie's Bar.

The next day morning, I was standing outside my tent in my underwear, screaming death threats at whatever camp was playing "Sunshine Day" at 0-fucking-700.

Later that day, while walking to a jot (portosan) bank, a camp on our street needed line volunteers to help lift their climbing tower. Without thinking, I took my place and Gung Ho!* I would never climb the thing, but people needed my help.

By Monday, I was in the street being a barker for our bar. "Sir! You obviously have a drinking problem! You're not drinking!" This earned me the precious gift of a roll of a 2-year-old's favorite Life Savers. I still have the candy on my desk.

By Wednesday? "Now, next year. . ."

Those drunks, now my family, gifted me the name "Uncle Bullhorn." Some wanted to christen me "Uncle Grandpa" for my storytelling abilities, some "Bullhorn" for my Army-trained command voice. A compromise was reached.

*Gung Ho, from the Chinese gōnghé, literally means "work/pull together."
gridlore: The word Giants over a baseball (Baseball - SF Giants)
Not the classic Ray Milland movie, which is fantastic, and if you have a classic movie house near you, request it. Ray Milland, Jayne Wyman, and one of the first movies to address the issue of alcoholism head-on. It won Best Picture, Best Director (Billy Wilder, who was a genius), Best Actor (Ray Milland), and Best Adapted Screenplay (Billy Wilder and Charles Brackett). As a big fan of classic cinema, this is a gut punch.

No, this is more about the song Talk To You Later by San Francisco's own The Tubes. I was lucky enough to see them when their stage shows were spectacles.

But anyway.

I planned to finish some writing this weekend, but deferred apartment maintenance overwhelmed me. Our recycling bags were overflowing. The dishes still need to be done, and I'm still not entirely over my pneumonia, and of course, Kirsten is battling cancer and COVID at the same fucking time. We may schedule me for a nose tickle, even though this all feels like it is in the fever swamp that is the lower quarter of my lungs.

Did you know you have something in your lungs called the pulmonary toilet? It's a drain in your lower lungs that clears mucus you can't normally expel. Sucks to be me; my lower lungs are such shit (seriously, I love it when new doctors list to the Rice Krispies I call my lower alveoli, alveolar ducts, and bronchioles...).

So I can't muster enough force to clear this unless I am lying down, which means I've gone to bed every night for most of the summer and spent fifteen minutes coughing. Joy.

We did get a grocery order in (Kirsten still can't go out, and I am not allowed alone in stores with beer), so we have plenty of soup. I'm a bit upset that after seeing it on the website as available, we got told this was not in stock. But it appears to be at my local liquor store! Don't worry; this is a beer I will only drink with a big meal after a day of filling my belly.

I have a good outline and a start on the next K'kree article, and I will probably spend some time dredging up my notes on making the Third Imperium more like 4th Century Rome than a Western Federal Republic.

The Giants won today, and the 49ers looked terrible, but it's the preseason, and I'm drinking Budweiser.

Don't judge me.
gridlore: Doug looking off camera with a grin (Default)
It turns out that the "new" edition of Hârn is vaporware at this point, so everything I've written before holds true.

So, here we are. I've tried to show those of you reading this why HârnMaster is a great system and an absolutely fabulous setting with forty years of development behind it. Realistic wounds, a real feudal setting, and an island teetering on the edge of chaos in so many places.

I've glossed over psionic powers, the enigmatic Earthmasters who left sites made of Godstone across Hârn, and existence of the Keitherian family of worlds, accessible to powerful Grey Mages. Most sages assume Lothrim summoned the Gargun from one of these worlds. A strange place called "Terra" is part of the family. Your choice as what time period Terra is in should you travel there.

But that is really advanced stuff. Late campaign adventures. Let's start with some basics.
  • Embrace the character generation process. Sure, you might generate an impoverished shephard, but that describes King David in the Bible. Use the character generation process to build an interesting character who might someday rock the world.
  • Use Session Zero to establish why the party is together. Hârnic families are extensive and united in a clan structure. This is the perfect way to build a party with established bonds. Take the case of a Satia-Mavari Who returns to his home village after completing his apprenticeship with a Shek-Pvar chantry. He has been entrusted with a magically-sealed message tube to be delivered to a mage in Orbal, but the new journeyman mage is frightened of taking the journey alone. This is when cousins, siblings, and friends stand up. A chance to see more of Hârn and maybe make their fortunes doing something other than growing crops for the local lord? This establishes connections. Maybe one of the adventurers is the Satia-Mavari's older brother, who deserted from the Earl's guard and doesn't think his brother can poor piss out of a boot. Established relationships!
  • Hârn is a fog-shrouded, rainy land. Play this up. Trekking through the Sorkin Mountains should involve fog-shrouded trails where all sounds are muffled and distorted. Was that a Harpy?
  • As a GM, do not ignore the political situation. King Mignath of Kaldor amazes his subjects by just drawing breath, and there is no clear succession in place. Chysbia sits between two far more powerful kingdoms that both have a good claim on it. Rethem is facing a potential civil war and the king know three of his four predecessors didn't die in bed. Kanday faces ongoing religious skirmishes between Kandian Laranians and Rethemi Agrikians. Orbaal is no more stable than any other Ivanian kingdom, and the majority Jarin population is gearing up for revolution. Again.
  • Build up slowly. One of the best early adventures is 100 Bushels of Rye, a fairly simple investigation module that leads to some interesting places. This is for 1st Edition, but can easily be converted.
  • Do not neglect the importance of contacts and favors. People are people, and having a friend in Cherafir's bonding house, or a Thardic Senator who owes you one can be vital. Conversely, honor your obligations.
  • Finally, and this applies to all TTRPGs, everyone should work together to both build the legend and have fun. The GM/player relationship should not be one of adversaries fighting in a wargame, but a cooperative effort to build something great.
Well, I've made my pitch. Oh, if if you really want to see how moribund Columbia Games really is, check out the system requirements for the character generator. I laughed my ass off.

Currently drinking: Sierra-Nevada Oktoberfest Festbeer.
gridlore: Doug looking off camera with a grin (Default)
After yesterday's Back To School meeting, the legion of SCPD Crossing Guards, which I am a proud member, returned to work. Yes, school started on August 10th. For a relatively old guy who remembers school starting after Labor Day, it is pretty weird to welcome kids back in the middle of summer.

But we did get 90 days of summer vacation. Sadly, health problems for both of us limited our ability to enjoy the season. I have been studying Spanish to better communicate with many of my families, as my school serves a large Latino population. We did make one or two concerts and enjoyed a trip on a scenic railway in Fremont.

I only worked my morning shift today, as I had to visit my cardiologist's office for an echocardiogram and get a three-day heart monitor. There are no real concerns, but people like me with an...exciting? Terrifying? Three-volume health history need to keep up with heart health, and it has been a very long time between heart exams.

Seriously, I have the ICD-10 codes of everything that has tried to kill me or change the way I live tattooed on my right bicep, and I need to find an artist to add a couple of codes.

So, what does this mean for my writing and posting? With more structure in my life, I will be eating on a more regular basis (this has been an issue, depression sucks) and setting time aside after my afternoon shifts - I work 1.5 hours in the morning and another 1.5 in the afternoon - for research, writing, and posting.

Now I just need to figure out how to embed photos on my posts because I have a new TTRPG - Gods of Metal: Ragnarock - that is a fucking shit load of insane fun.

Currently drinking: Elysian Space Dust IPA.
gridlore: A pile of a dozen hardback books (Books)
https://en.wikipedia.org/wiki/Steampunk_(anthology)

Four Stars. This was an interesting anthology.

A rather unbalanced collection, to be honest. Some of the stories are amazing, complete tales, while others feel like they are entry into larger stories. All of the tales are interesting and remain true to their era. But in the end, I was slightly disappointed by some of the stories.
gridlore: A pile of a dozen hardback books (Books)
Procopius of Caesarea is one of the more interesting characters of the sixth century. A legal scholar, he was assigned to accompany the "last Roman General," Belisarius, as an aide and secretary. His chronicles of the wars against the Persians, the Vandals of North Africa, and the Goths in Italy are touchstones of the historical record of the times. The first two volumes follow the constant provocations and invasions by the Sasanian Empire, mostly under Chosroes. Interestingly, Procopius writes about what is happening in theater despite Belisarius being absent on other missions.

The result is a fascinating look at warfare in Mesopotamia as rival armies struggle to find enough fodder and supplies, troops are dispatched with little knowledge of where the enemy is, and cities bargain to save themselves from devastation.

I hope to find the following three volumes from the same publisher, as these are excellent translations of the original Latin.
gridlore: Doug looking off camera with a grin (Default)
"Hell Is Other People" - Jean-Paul Sartre (1905-1980)

On Hârn, most of your conflicts will be with other humans. Bandits along trade roads; aggressive tribes; Agrikian patrols; Orballese Ivinians spoiling for a fight; the guards in the castle or temple you are trying to rob; or if you follow the multiple campaign threads that lead to chaos in several kingdoms, in wars and skirmishes to decide the fate of nations.

However, Hârn does have some unique foes for brave adventurers to face. The misty mountains and deep swamps hold many mysteries and threats.

The Gargun

They have many names: Foulspawn, Goblins, Orcs, Hârn's Gargun are a race of small, vicious, intelligent humanoids. They are the most aggressive and brutal of the intelligent culture-forming Hârnic species. They are also the most alien, dramatically distinct from Humans, Khuzudul, and Sindarin in origin, biology, and society.

He is believed to be created or brought to Hârn by Lothrim the Foulspawner. Lothrim used the fast-breeding Gargun warriors as shock troops, allowing him to replace his military losses, preserve his better-trained elite human armies, and rapidly expand his empire. The Gargun are one of Lothrim's more vile legacies; the creatures outlived their "creator" and, by 250TR, had spread throughout the island. All Gargun have an abiding hatred for the Khuzdul and will if there is any chance of victory, attack any dwarves they happen upon. The two races have a long history of mutual animosity dating from the Gargun's first appearance on Hârn and the subsequent Carnage of Kiraz.

The Gargun are divided into five distinct sub-species: Gargu-araki (small or streaked orc), Gargu-hyeka (common or brown orc), Gargu-khanu (black orc), Gargu-kyani (white orc), and Gargu-viasal (red orc). Contrary to widely held belief, the Gargun cannot interbreed among their sub-species, at least not without the intervention of magic or alchemy. Each sub-species has unique social and racial traits.

The Gargun have a hive-based society, with one fertile queen and intense competition to be one of the fertile "princes" allowed to fertilize the queen's eggs. This is accomplished by being the strongest and bringing the most treasure back to the colony.

About half the Gargun of Hârn live in abandoned mines, cave systems, or lost Khuzdal citadels. The others are nomadic, competing with the human tribes.

When a colony becomes overcrowded, there are two possible outcomes. The first is a sudden genocidal slaughter until the population is reduced to a manageable level. The other is terrifying. Gargun will seize female "princesses," and thousand of Gargun will flood the countryside in search of a new home. They will eat everything in their path, steal what they can, burn what they can't, and are relentless in their advance.

Luckily for the rest of Lythia, the Gargun appear to be repelled by oceans.

The Ivashu

Ivashu are creatures of Ilvir, known as the Fatherless Multitude by the faithful or the Accursed Beasts of the Barren Circle by non-believers. Ilvir creates the Ivashu at Araka-Kalai, making use of a limited number of souls over and over again. Some Ivashu are relatively common because they have proved most adaptable to survival or are the easiest to create. However, Ilvir also enjoys experimental lifeforms and can produce any conceivable beast in some quantity. Many varieties are unique, designed to perform a specific task or to amuse the deity.

Ivashu are a great excuse to introduce unique creatures to the campaign.

Yélgri - the Hârnic Harpy

Yélgri are also called the Hârnic Harpy. They are small, highly aggressive, violent quasi-reptilian, warm-blooded winged predators and scavengers. They usually avoid attacking larger creatures capable of defending themselves, instead preferring to harass them. They are known to kill for amusement and will ferociously defend their nests.

They use simple tools and weapons such as clubs, barbed javelins, nets, rocks, and even bombs made of their dung. They communicate using a primitive language of barks, screams, and grunts. Some travelers have reported hearing Yélgri flocks singing harmoniously.

Yélgri are usually encountered in family flocks of up to a dozen, led by alpha males and females. Larger communities have been occasionally observed, with one colony in the Hefiosa Hills reported to number over fifty. Yélgri eggs are tiny, leathery, and cared for by the entire family flock. They reach maturity after around two years and may live for as much as twenty.

The only natural enemies of the Yélgri are the Orcs, who are fond of Yélgri flesh and eggs. Yélgri will hunt Orcs when they see an opportunity and are one of the few creatures willing to eat foulspawn flesh.

The Ilme

The Ilme are a strange race of mere-dragons, among the unique and most mysterious of the intelligent races on Hârn. The Ilme have an ancient culture with a complex language and deep mythology. They bear some likeness to their great dragon cousins, and many a reported tale of dragonkind was almost certainly an Ilme encounter, but there are significant differences. Although they are reptilian, the Ilme have no wings and probably could not fly even if they had; they commonly attain a height of 12 feet and a weight of two tons. The two sexes live apart except when mating. Despite their undisputed strength, male Ilme are somewhat cowardly and are frequently bullied and robbed by local Gargun bands. They prefer to hunt from ambush or eat carrion. They will rarely attack intruders but will fight with desperation when cornered. Even then, they usually try to negotiate first. Female Ilme are another matter; they will attack and fight intruders with limb-tearing ferocity, primarily to protect their young. The Ilme do not breathe fire, although their breath is far from sweet.

The Hârn Bestiary has multiple entries for critters, both mundane and monstrous. Many of the more extreme monsters can be credited to Ilvir. The cool thing is you get short articles on the setting's cats, dogs, cattle, and horses.
gridlore: The Imperial Sunburst from the Traveller role-playing game (Gaming - Sunburst)
I'm a history geek. I admit it.

One of the things that has been a bug in my ear for years was the name given to Traveller's ubiquitous Type S Scout/Courier—the Suleiman class. Now Suleiman the Lawgiver (Ḳānūnī Sulṭān Süleymān) was many things. A great leader, a scholar, a warrior. He was not, however, noted for being interested in exploring.

So I've decided, should I run Traveller again, that the Type-S Scout/Courier will be the Ibn Battua class.

Abu Abdullah Muhammed ibn Baatuah, also known as Ibn Battua, was a Berber traveler and scholar born in 1304. Over thirty years, he extensively explored various regions of the world, including but not limited to North Africa, the Middle East, East Africa, Central Asia, South Asia, Southeast Asia, China, the Iberian Peninsula, and West Africa. Before his passing, he left behind a detailed account of his travels, titled A Gift to Those Who Contemplate the Wonder of Cities and the Marvels of Travelling, better known as The Rihala.
gridlore: A pile of a dozen hardback books (Books)
Five Stars

A novel where the primary character admits right from the start that he's a liar.

Eco is the master of the unreliable narrator, and this may be the height of the art. Starting in Constantinople in 1204 as the 4th Crusade loots and burns the Queen of Cities, Niketas Choniates is saved by the mysterious Baudolino, who confesses to having disguised himself as a crusading knight and offers safety to Niketas in exchange for writing his life story, which he had written a chronicle of, but had lost.

What follows is a fantastic tale of being adopted by Frederick Barbarossa, education in Paris, and a quest to discover the Kingdom of Prester John far to the East. The story slowly slides from reasonable to fantastic, adding each element slowly to keep you engaged. As always, there are no definitive answers, no clear explanations. We end with a sudden mystery worthy of Agatha Christie and a finale that resolves nothing but is satisfying nonetheless.

As always, Eco does not skimp on the setting. We see and smell the sack of Constantinople. The meals are richly described, and his descriptions of the Hagia Sophia and the area brought me back to our trip there. A very sensory-immersive novel that challenges the mind.

This was both an easy and deep read, and I loved every page both as a student of the history of Constantinople and as a fan of Eco's work. I highly recommend it.
gridlore: A pile of a dozen hardback books (Books)
https://a.co/d/1PuiDJG

Amazing. Five Stars

This one book can't be more than a survey of the 1,000-year history of the Assyrian state, but by focusing on the line of kings and how they influenced or were dominated by their times, author Eckart Frahm paints a great picture of the rise and stunning fall of the first true empire in the West.

From the one city-state of Ashur, named for the Assyrian's primary god, we follow the state's power's slow rise, to the empire's beginnings, to the heights of power and the stunning fall. Frahm spends time in each chapter explaining how the Assyrians governed their far-flung possessions, from tributary states to imposed governors in Assyrian-designed palaces.

Interestingly, the Assyrian kings didn't claim to be descended from the gods like many other Fertile Crescent rulers, but they did assert mandates from the gods. As Assyria absorbed the Babylonian culture, the link between God and King blurred, as the Assyrians adopted Marduk into the working of their gods.

Attention is paid to each stage of the empire's growth, and the personalities and policies of each king are examined. External causes for issues are also addressed, from climate change to barbarians raiding the borders to internal dissent. Careful attention is paid to the eternal fighting between Babylon and Assyria and the great game of diplomacy that stretched from the Egyptian states to the Hittites of Anatolia.

Frahm does a great job of linking topics from chapter to chapter, breaking the narrative to comment on how people the Biblical prophet Isaiah saw the Assyrians, or how the ordinary people lived and the influence mothers and family members had on weak kings. We get a complete picture of the empire, from rise to fall.

The story doesn't end with the fall of the Assyrian Empire in the mid-7th century BCE. Frahm tracks its influence on later empires, like the Neo-Babylonian and the Persian Achaemenid Empire, which copied the Assyrian model of governed provinces and tributary states. Frahm offers a chapter showing how Western eyes saw the Assyrian empire through the foggy visions of myth and mangled history.

The final chapter covers how ISIS tried to destroy the Assyrian period's relics and profit from the illicit sale of antiquities. Despite their best efforts, the memory of the Assyrians survives.

This was a great read, and I recommend it to anyone interested in history. For RuneQuest players, the Assyrians make a great model for the Lunar Empire.
gridlore: Doug looking off camera with a grin (Default)


This is why I'm not posting; I'm sick as hell, Kirsten is still dealing with chemotherapy issues, and I'm overwhelmed. I have a few drafts in progress.
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
I'm reading Eckhart Frahm's Assyria - The Rise and Fall of the World's First Empire. It's a little farther back and further east than my usual realm of studies, but the Assyrians, in all their periods, were such a massive influence on cultures in every direction that I thought it worth my time to read at least a good survey of the topic. Plus, I got it for my birthday.

It's fascinating to see how power ebbed and flowed over the centuries, how different kings handled things, and how their neighbors dealt with a neighbor alternately on the ropes and overthrowing their rulers.

But one thing that struck me as a worldbuilder and game master was the practice of godnapping. Invading temples and stealing the sacred statues of the gods (and presumably all those lovely offerings) and bringing them back to Ashur or Nineveh or wherever the current capital was. As these statues were assumed to have divine properties equal to the Hebrew Holy of Holies in the Tabernacle of the Temple in Jerusalem, the taking of those icons could be devastating to the morale of a city.

To put this in context for a fantasy setting, just as the Hebrews saw the sanctity of the Tabernacle as vital to their relationship with YHWH, so would these Mesopotamian/Anatolian cities see their idols. It could be that these statues were the method through which the deities communicated with their priests and allowed their power to flow. Most fantasy systems have some check on the power of the gods in the material world to stop it from being a constant war in which humanity gets crushed like ants, after all.

So stealing the idol of Ishtar from the temple in Babylon could deny the goddess's benefits to the Babylonians, but might even give the Godnappers a chance to "adopt" the goddess into their pantheon! Bringing a consecrated statue and its accouterments back to your city, building a temple or sub-temple, or an extension to the temple of the same/similar deity of the same general portfolio, might draw the divine energy away from the original worshippers to your empire.

Bronze Age strategic bombing!

The adventure possibilities here should be clear. Stealing or recovering these statues or at least "decommissioning" them before they can be installed in an enemy temple. Of course, most of these statues were 4 or 5 meters tall and weighed several tons...

As we say, further events are left up to the Game Master.
gridlore: Army Infantry school shield over crossed infantry rifles (Army Infantry)
OK, Oppenheimer is the single best movie I've seen in years. Cillian Murphy is almost ethereal as J. Robert Oppenheimer. I can see him getting a Best Actor nod. Robert Downey Jr. shines as Lewis Strauss and better win Best Supporting Actor. The score and direction are fantastic, and the ensemble cast (Matt Damon as LTG Leslie Groves!) all provide incredible performances.

The movie follows three main arcs. Oppenheimer's life from the late 1930s through the end of WWII; the 1954 security clearance review by the Atomic Energy Commission; and the confirmation hearings on Lewis Strauss' bid to be Secretary of Commerce in 1959. Christopher Nolan blends black & white sequences with color for an amazing palette, and he uses the two different hearings to set up the next scene from Oppenheimer's life story. Which is messy, to say the least!

The second most tense scene in the film is the Trinity test, where the sound is gradually drawn down to just Oppenheimer's breathing before the detonation. It was amazing. The tensest scene? That would be a spoiler, but it's where RDJ cements his Oscar-caliber performance.

See this movie on the big screen. It's worth it.
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
There is a standard campaign model that involves the Push, Pull, Gimmick (or MacGuffin), and the Enigma. For most fantasy TTRPGs, the "pull" is obvious - riches, magic, growing in power, and skill. But what's the push?

The Push – The Push (in my interpretation) is the initial motivation the PCs have to leave or escape their current situation and venture into a new one. It may not be something the PCs especially like, but it is the first reason for being there. The push can be relatively simple, like getting away or the need of money, or relatively complex, like a nefarious group or race intent on conquering the universe. There can be multiple pushes, some large and some small. Pushes also benefit the GM – they can come into play when the GM wants to further motivate the PCs. If the group is wasting time in some place and the action should really move on, then over the hill comes a horde of barbarians, the same ones that have been following the group for weeks, whom everyone knows are bloodthirsty killers. “Quick,” the group says, “let’s move on!”

When I write the Push, it is primarily why the PCs initially get involved with the adventure and any information supporting that.

The Pull – The Pull is what draws the PCs along the path to the final goal: the paths and their rewards along the way. A pull is a motivation that attracts adventurers through the various stepping stones of the adventure. It can be as simple as a fabled mineral deposit on a distant world or as complex as a secret formula that will keep the sun from going nova – to be found within a certain time limit. They are also the stepping stones to get to that goal – the encounters along the way.

Pulls need a lot of thought and often must be tailored to characters in the campaign. When one character is an anthropologist and is interested in primitive cultures, the pull can be the secret of some race on a far-off world, one which allows the player to use his talents to puzzle it out after long expeditions. If a player tends to be a violence-prone soldier, then the pull may be a long-sought bit of training from a military society, available only after he has proven his worth.

Often, a campaign can do with two pulls. One may be major, and the other minor, but a multiplicity of pulls allows one to be important while the other lies dormant until needed. Shifting emphasis can make the total campaign realistic; a realistic course for the action is rarely a straightforward path directly to the adventurers' seeming goal.

I treat this as the core of the adventure – the series of encounters and sub-adventures that lead the PCs through the adventure or campaign.

The Gimmick – Any campaign needs gimmicks to appeal to the players. Early on, they have no idea what is important in a grand sense and will be self-centered to a certain extent. Gimmicks are designed to appeal to the players, enabling them to search for obviously valuable items while they also learn about their universe. Gimmicks (some say the word is an approximate anagram of magic) are things that players want: things they are fascinated with. In some cases, they could rank above money or ordinary ships; they may represent some advantage, such as high technology or special talents.

Gimmicks are things that cannot be bought – they must be earned through hard work, clever planning, and good fortune. Keep in mind that gimmicks are things that are acquired early by the players and then serve the person (and the group) for the rest of the campaign.

The Gimmick to me is what the players discover by the end of the adventure and the true story behind it. It can also be a unique item or spell that is key to finishing the campaign.

The Enigma – Motivation or story behind the story. Something the players may or may not learn at the end of the adventure but can grow into something larger. Or there is a mystery to be solved or an ancient secret to be uncovered.

The existence of The Enigma should be tied into the push or pull and motivate the players to keep working towards uncovering the secret.

The push is generally the hardest part of this to define. Why are the characters out wandering through monster-infested ruins and ancient roads plagued by bandits? Why not sign on with some petty king and get a nice warm barracks and two meals daily? (Medieval standard: big breakfasts and big suppers.)

That's the push. The reason why they cannot stop and set down roots until late in the campaign. Note that some reasons for wandering are actually pulls. A journeyman Shek-Pvar on Hârn has to complete a journey of at least a year and a day while finding three examples of specific things. That's a pull.

A push is something that makes you keep adventuring. It's a threat, a ticking bomb, or a standing danger. It is a threat if you stop. Finding who has managed to unite the orcs into a great army before these orcs eat the civilized lands is a push. Then there's the entire genre of "hero on the run" from television from the 1960s (The Fugitive) through the 1980s (The A-Team). Take the voice-over for The A-Team, as an example:

In 1972, a crack commando unit was sent to prison by a military court for a crime they didn’t commit. These men promptly escaped from a maximum security stockade to the Los Angeles underground. Today, still wanted by the government, they survive as soldiers of fortune. If you have a problem, if no one else can help, and if you can find them, maybe you can hire:
The A-Team.

Now apply this to a fantasy setting. Wrongly accused of treason or heresy (or both!) and other crimes, the characters escape. The pull is to prove their innocence. The push is they are outlaws pursued by bounty hunters. The Gimmick/MacGuffin might be anything, like a witness who can prove their innocence - if that person can be found. The Enigma is who orchestrated their false trials.

This would be a fine episodic campaign with a more swashbuckling feel. Each new town brings a new situation for the heroes to address, with a dramatic escape from their chief pursuer in the end. The campaign would work toward a suitably dramatic conclusion. It seems to me this kind of thing is tailor-made for 13th Sea.

But pay attention to the Push. It's what drives movement in your campaigns.
gridlore: A pile of a dozen hardback books (Books)
https://www.blacklibrary.com/series/gaunts-ghosts/ebook-the-victory-part-two-eng-2022.html

Five Stars

I think this series has reached its natural end or a transformation point.

Picking up from the events in the first Victory Omnibus, the Ghosts, their Imperial Navy crew, and the Regiment's followers find themselves suddenly back in realspace, with shattered memories, fogged minds, and being boarded. After a fierce fight, they learn the truth. The loss of one of their war engines has cast them out of the warp, and ten years have passed.

They reach the vital forge world of Urdesh, where an essential campaign will determine the fate of the war. To his shock, Gaunt is named a Lord Commander and ushered into the highest circles of the crusade's command, and a deadly new world of political infighting.

The two novels cover the final acts of the Urdesh campaign and are filled with Abnett's great characters, brilliant imagery, and vile enemies. The last book resolves many hanging plotlines, and as I said at the top, it is a perfect chance for the series to take a new direction. Gaunt is now the second in command of the crusade, the voice of the Warlord. The 1st Tanith is now his personal guard. I'd love to see the series lean into this, showing the big picture and infighting in the highest circles, as Gaunt did leapfrog over several people to be named to his new post. It would be fascinating to see the Ghosts evolve after over twenty years of combat and so many losses to find their new identity.

A tremendous new omnibus in the Black Library's longest-running series following a single unit.
gridlore: One of the penguins from "Madagascar," captioned "It's all some kind of whacked-out conspiracy." (Penguin - Conspiracy)
I'm sick again. Kirsten and I are both dealing with intestinal viral infections.

Being a survivor of cancer and so many other things, I have to laugh at the idea that we were intelligently designed. We are an accident of evolution, still not fully adapted to walking upright. I could build a much better human body, starting with more error-checking in our DNA.

Bah. I hate being sick. Plus, our teeth and bones should regrow naturally.
gridlore: Hand-held Stop sign raised against the sky (Stop Sign)
This pretty lady guards the front door to Offhand Manor. I'm hoping to identify her, and so long as she remains outside, we're all good.

Cut for the arachnophobic )

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gridlore: Doug looking off camera with a grin (Default)
Douglas Berry

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