Creator of Yoon-Suin and other materials. Propounding my half-baked ideas on role playing games. Jotting down and elaborating on ideas for campaigns, missions and adventures. Talking about general industry-related matters. Putting a new twist on gaming.
Thursday, 20 June 2019
Slang Which Builds the World
Tuesday, 18 June 2019
Historical Slang for Your Edification and Amusement
A
Abbey lubber - A lazy monk (1538-1750), a lazy, thriftless person (1750-1900)
Academician - A harlot (1760-1820). Ex academy, a brothel (late C. 17-18)
All wind and piss - Contemptuous (C. 19)
Avering - A boy's begging naked to arouse compassion (late C.17)
Avaunt, give the - Dismiss a person (C. 16-17)
B
Bachelor of law - A drinker (1650)
Bachelor's baby - An illegitimate child (1670)
Batty-fang - To beat (C.17)
Beggar-maker - A publican (C.18)
Beggar's velvet - Downy matter or fluff (C.19)
C
Chair-days - Old age (C. 19)
Chovey - A shop (C. 19)
Church-work - Work that proceeds very slowly (C. 17)
Clapper - The tongue (human) (C.17)
Cold cook - An undertaker (1720s)
Cunny-warren - A brothel (1785)
D
Dive in the dark - The act of coition [it actually says this] (C.19)
Dismais - In low spirits (1760)
Disguised - Drunk (C. 16)
Docked smack smooth, to be - To have one's penis amputated (C.18) [Be thankful you don't live at a time in which this was happening frequently enough to need a slang term]
Dusting - A thrashing; rough weather (C. 18)
E
Ebb-water - Lack of money (C. 17)
Earwig - A malicious prompter or flatterer; a crony (1610
Eve's custom-house - The female pudend [it actually says this] (C.18)
Execution day - Washing day (C.17)
F
Fair trader - A smuggler (C.19)
One of the faithful - A drunkard (C.17)
Fart-catcher - A footman or valet (mid-C.18)
Fingers made of lime-twigs, to have - To be a thief (1596)
Flying camp - A gang of beggars (Late C.17)
G
Gawk - A simpleton; a fool (C.17)
Gin-trap - The mouth; the throat (1827)
Glimmerer - A beggar alleging loss by fire (1560
Goats and monkeys (at), to look - To gaze lecherously (at) (1749)
Grin at the daisy-roots, to - To be dead (1880)
H
Hard neck - Extreme impudence (1870)
Hoddy-peak - A fool; a cuckold (1585)
Horn-thumb - A pickpocket (1565)
Howsomever - Nevertheless (1750
Hydromancy - The "study" of drink, i.e. alcoholism (1650)
I
Idea-box - Head (C.18)
Ivory-box - Mouth (1880)
Ivy-bush, like an owl in an - Having a large wig or very bushy hair (1606)
J
Jack Ketch's pippin - A candidate for the gallows (C. 18), also called a "Gallows apple"
Jelly-bag - The scrotum (C. 17)
Jug - A prison; to imprison; lock up (C.19)
Jump, see how the cat will - To watch the course of events before committing oneself (1820)
K
Keep back and belly - To clothe and feed (C.18)
Ken - A house or compound (1560)
Ken, crack a - To rob a house (late C.17)
Ken-crack lay - Housebreaking (C.17)
Ken-cracker - Housebreaker (C.17)
Key of the street, have the - To be shut out for the night or homeless (1835)
Kick the wind (or clouds) - To be hung (late C. 16)
L
Lay in water - To defer judgement (C.16)
Lion, as valiant as an Essex - Timid or fearful (C.18) [substituting "Essex" for a suitable location of your choice]
Loose fish - A person or irregular, esp. of dissipated habits (1827)
Lullaby - The male member (C.19)
Lump and bump - A fool; a simpleton (C.19)
M
Marriage face - A sad face (C.19)
Maunding cove - A beggar (C.17)
Maw-wallop - A filthy dish of food (C.18)
Maw-wormy - Captious; pessimistic (C.19)
Moon's man - A gypsy; a robber by night (C.16)
N
Nail - A person of an overreaching, imposing disposition (1812)
Napkin, take sheet and - To eat and sleep with someone or in some place (C.17)
Nasty man - A garrotter; the one in a garrotting gang who does the critical work (1840)
Night-flea - A boarder (C.19)
Number the waves - To engage in a pointless or time-wasting task (C.18)
O
Old man's milk - Whisky or other spirit (1860)
Otherguess - Different (C.16)
Oysters, drink to one's - To fare accordingly (esp. badly) (C.15)
P
Pad in the straw - A hidden dagger (C.15)
Peery - Sly (C.17)
Pickers and stealers - Hands (C.16)
Play the duck - To show oneself a coward (C.17)
Priggism - Thieving (1743)
Q
Queer duke - A decayed gentleman (C.17)
Quiet as a wasp in one's nose - Uneasy, restless (1670)
Quirklum - A puzzle (C.18)
R
Give green rats - To slander; to malign (1860)
Ride out - To become a highwayman (C.17)
Rise arse upwards - To be lucky (1670)
Rum dubber - A dextrous picklock (C.17)
Running snavel - A robber of children (C.18)
S
Safe as a crow in a gutter - Very safe (1630)
Satyr - Professional sheep-rustler (1714)
Secret - in the grand - Dead (1780)
Snail's gallop, go a - Go very slowly (1545)
Snub-devil - A clergyman (1780)
T
Tip the lion - To press a man's nose against his face and gouge his eyes out (1712)
Toad on a chopping block - Somebody sitting awkwardly, e.g. on a horse (C.17)
Tongue enough for two sets of teeth - To be very talkative (1786)
Topsail, pay one's debts with the - Got to sea having left debts unpaid (1785)
Town bull - A wencher or lady's man (C.17)
U
Umble-cum-stumble - To understand (C.19)
Upper storey - The head; the brain (C.18)
Useless as tits on a bull - Utterly useless (C.19)
Used up - Killed (C.18)
V
Vegetable breakfast - A hanging (C.19) [Because it's a "hearty choke" - geddit??]
Voyage of discovery - Going out stealing (C.19)
Virtue, to have one's [...] rewarded - To be imprisoned (1870)
W
Warming-pan - A bedfellow (C.17)
Waste, house of - A tavern or alehouse (1780)
Water in one's shoes - A source of annoyance (C.18)
Wedge-hunter - A thief specialising in silver plate and watches (C.19)
Well-fucked and far from home - To be very tired (C.19)
X, Y, Z
Yappy - Foolishly generous (C.19)
Yellow stockings, wear - To be jealous (C.17)
Thursday, 13 June 2019
The Island Campaign
An island, or a small archipelago of islands, is also a great location for a D&D campaign. It's a confined territory that PCs can come to know in detail relatively easily - which always makes for a richer experience for both DM and players. It's an isolated territory, so that it can "plug and play" into almost any wider setting, or simply have no relationship to an outside world at all. And it's a small territory, so it provides a framework in which to give player choice real consequence; they're not going to want to piss off that tribe of orcs who live on the other side of the island, because those orcs are going to be able to figure out where the PCs live pretty easily, and there's going to be nowhere to run when they do.
There are 187 permanently inhabited islands in the British Isles, so there are plenty of examples to choose from, but I think the best has to be St Kilda. St Kilda can not only lay claim to encompassing all the virtues of a small archipelago of islands as outlined above. It can also very probably lay claim to being about the most interesting place of its size in the world.
It has neolithic sheepholds dating back to 1850 BC. It has a ruined house of an "Amazon" who supposedly lived on the main island in prehistoric times. It has a ruined fort that was supposed to have been built by the Fir Bolg. It is covered in neolithic cleitan - small rock-built bothies for storing and preserving items (including, surely, magic ones) on a treeless island. It has an empty medieval village (which is, surely, haunted). It has feral sheep who are thought to be the remnants of the earliest domesticated sheep in Europe. It had a system of paying rent with seabirds. It has a name that is not actually that of a saint (except maybe it was).
Above all, it also has sea-stacks, cliffs that look like faces, and landscape features to die for. I loved this line from Baxter and Crumley's St Kilda: A Portrait of Britain's Remotest Island Landscape, cited in the wikipedia entry:
[St Kilda] is a mad, imperfect God's hoard of all unnecessary lavish landscape luxuries he ever devised in his madness. These he has scattered at random in Atlantic isolation 100 miles from the corrupting influences of the mainland, 40 miles west of the westmost Western Isles. He has kept for himself only the best pieces and woven around them a plot as evidence of his madness.
Add a thriving village with some interesting NPCs, a dragon, a giant, a few orcs, some pirates, a mad archmage's tower, a hermit druid and an entrance to some variant of the Underdark on one of the islands and you're good to go for an entire year-long campaign.
Tuesday, 11 June 2019
Eight Sample Hex Locations in the Bay of Sweetness
The Old Man of Bariloche, monstrous inhabitant of a small island lying off the coast. He is a chimera with the rear of an elephant seal, the front of a cave bear, the wings of a huge seabird, and the heads of a red dragon, cave bear, and giant herring gull. His presence is used as a bogeyman to scare children, but he is very real - as is the treasure he has amassed over the years from passing ships.
Long Sands. A stretch of beach on which, for the duration of the gibbous and full phases of the moon every other month, tiny purple jellyfish are washed up in their dead thousands. They are the young of breeding adults who spawn in unison at these times; the bodies of the larva are collected and used for dye, while the adults are caught in nets and dried out to make tough slabs used for armour. The people of the nearby port-states intermittently war over possession of the beach.
The Seal King. A huge statue of an elephant seal, built from granite by a mad exile of long ago. It stands on the tip of a narrow peninsular overlooking the sea all around. Hollow, it has a door in its belly leading to a staircase down to a series of chambers in which the mad exile’s heirlooms can be found - along with his entombed and now-undead followers.
The Kelpie Cult. A religion of death, formed from those who long to find blissful extinction in drowning in the embrace of a kelpie. Each lunar month, one of their number is selected for presentation to a local kelpie in an elaborate ceremony of joyful worship; the kelpie merrily fulfils her part of the bargain. The cult live in a stockade from which they send beggars and thieves out into neighbouring areas to sustain the endeavour.
The Ribs. An ancient sea-elf structure which still partially rises above the sea’s surface not far from shore. It consists of three dozen columns encrusted with barnacles and seaweed arranged in two parallel lines of approximately 150 yards; the first two dozen columns are visible above the surface. Swimming underwater all the way up the route formed by these columns when the moon is full transports the swimmer to the Elemental Plane of Water. This is only known about by the very long-lived and wise. Otherwise the Ribs are described by local people as being haunted and/or the bones of a giant who will one day rise from the dead.
The Flotsam Giant. An ungainly, towering long-limbed figure which appears permanently on the verge of collapse. It is formed from some of the remnants of a wrecked ship which was once carrying a cargo of spirit-beings from elsewhere in Orbis Immobilis - in the aftermath of the wrecking, they escaped and imbued the detritus with their sentient energy. The giant roams a large island attacking all it encounters; it long ago drove away the human inhabitants, who live as refugees in a nearby port-state.
The Broiling Channel of Malalhue. A large whirlpool which forms in the channel between two islands when the tide rushes in and out shortly before moonrise and the high moon. This produces 1d6 sea-spray mephits (treat as mist mephits) who then fly off in search of employment or mischief; they dissipate after one lunar day. There is a 1 in 6 chance on any visit at the specified times that a wizard or cleric is present to try to convince the mephits to join him in some endeavour.
Monday, 10 June 2019
The RPG Hobby is Bigger Than You Think
- There's a game
- The game is one which has at least some connection to a concrete reality, typically the real world but perhaps a made-up one (from Football Manager, which is about the real world right down to accurately modelling the abilities and actions of tens of thousands of living professional footballers, to Civilization V, which isn't about the real world at all)
- The game conceals its mechanics behind an interface (like Crusader Kings II), or a fake set of tokens or other realia (like Monopoly) and isn't based on abstracted or notional items like cards (poker)
Thursday, 6 June 2019
CRPGs and the Silver Age
Very little to my (admittedly rudimentary) knowledge has been written about the synergies between computer-game RPGs and RPGs-proper during what has been called the hobby's Silver Age and the Bronze one which followed.
This is somewhat surprising, because the period in question, roughly 1984 to 1999 or thereabouts, was one in which both fields might have been said to have entered "maturity". It's also one in which there was presumably considerable overlap between people involved in the RPG hobby during its development into an industry and people who played CRPGs.
It would have been odd if the two fields had not influenced each other. And we are all familiar with how the RPG hobby lead the way for CRPGs. Many of the early successful RPG games were actually D&D based (Pools of Radiance) and the others borrowed many of its tropes such as classes, levels, hit points, equipment list management etc. A lot less is said about the cross pollinisation going on in reverse, though, and I think this may have been even more significant for all that it was often hidden.
The thing about CRPGs is that, until recently, it was impossible to realistically use them for proper sandbox play except in very limited "kind" environments like early roguelike games (more on "kind" versus "wicked" play in a future blog post). There simply wasn't the processing power or data storage. This meant that one simply couldn't use them for genuinely open-ended exploration. Instead, there had to be constrained environments with a "story" to follow. These games - the Final Fantasy series being maybe the paradigm examples - had to take on the nature of interactive fiction almost by default. There was a bit of freedom to move around and a bit of chance in terms of encounters. But by and large play was a matter of going from cut-scene to cut-scene.
It is surely no accident that this kind of play rose to such prominence in the RPG hobby as well during the era of CRPGs prominence. Any such discussion will of course rapidly devolve into an argument over chickens and eggs. But one that is nonetheless perhaps worth having.
Monday, 3 June 2019
Avatar 10 Years On
The overwhelming sensation, though, is a vague doubt that it ever even came out at all. What happened to Avatar? Where did it go? Considering that it is the highest-grossing film of all time, it's amazing that it's so rarely mentioned: when was the last time Avatar came up in conversation in your hearing?
I have a soft spot for James Cameron's films in general and Avatar in particular. In a way, there is a lot of the George Lucas about him: the end product may be dreadful, but at least he seems like he's trying do do something grand and original and amazing. There's a peculiar honour in George Lucas's tilting-at-windmills endeavours with the Star Wars prequels (terrible as they are), and James Cameron is frequently the same. Avatar is dreadfully flawed. But, at the same time, wow. That is the sensation that I left the cinema with after having watched it, and the sensation I still vaguely remember now: Wow. The script was dreadful. The plot was formulaic. The acting was wooden. But still, the spectacle was quite something.
Here was a man who not only did something BIG, but sensed it. Doing something BIG in itself isn't enough, of course - just watch the John Carter film, or Oliver Stone's Alexander, for instance. But Avatar is more than that. There's feeling in it too. I think in the final analysis that's what carries it over the line: James Cameron's own emotional investment in the project which finds its way through the Hollywood machine, the money, the special effects, the awful cliches, and communicates itself to the audience - in the thinnest of whispers, but communicated nonetheless. He really wanted to make Dances with Wolves in space with blue aliens, god damn it, and he will carry you along with him, come what may.
I am uplifted by Avatar. There is so much wrong with it. But the sheer genuineness of it shines through. It sweeps you along. I can't tell you why, any more than I can tell you why the first Star Wars film does. All I can tell you is that enthusiasm counts for a lot, and that even on a project as big as Avatar undoubtedly was, it can still manage to make itself felt.
Thursday, 30 May 2019
Living Larders and Monster Mutualism
Tuesday, 28 May 2019
The Bay of Sweetness
Small city-states cluster all along the length of the bay, supported entirely by the bounty of the sea. Ostensibly human, occasional individuals among their populations are born with appearances betraying an elven lineage; families with a propensity for such qualities tend to form their political and cultural elites. Quixotic madness is also a feature of these families, manifesting as manic episodes growing in frequency and severity as old age approaches. Often these episodes involve a desire to drown, or to descend into the ocean and live on the sea bed. Legend has it that long ago a race of sea-dwelling elves mingled with the human population on the shore; this caused elven blood to be subsumed in that of the more vigorous humans, remaining only to make itself apparent as fortune dictates. Whether this is true or not nobody knows, but what is true is that on the sea bed - often in very shallow places easily accessible to divers - are built forms overgrown with seaweed and coral, resembling overgrown buildings, monuments, or tombs.
Rocky islands dot the bay itself, and here live other beings and other polities. A heptarchy of neogi petty-kings, ruling over their subject semi-aquatic puffin-headed orcs in an archipelago of seven islets. A were-walrus magician on an isolated island crafting golems from sand and seaweed for protection and companionship. Tribes of primitive cormorant-aarakocra living in filthy villages of nests lying exposed on rocks. Mad human noble exiles carrying out bizarre utopian schemes or plotting conquest with their loyalist retinues. Bands of pirates and brigands living from theft and kidnap. And much more besides. Between these islets are the shallow, fertile waters of the bay itself, mother to endless swarming undersea life and, in turn, all who live off it.
Monday, 27 May 2019
Why Animal People?
Comments on a recent post got me thinking about anthropomorphised animals. Why is it that as children we are told stories about rabbits, frogs, badgers and bears, and why do we carry this through into grown-up fantasy literature and RPG bestiaries? Why do so many of Aesop's fables feature talking animals? Why are non-humans the protagonists of so many myths and folkloric tales from around the world?
There is a reasonably large literature on this, it seems - I found a sizeable number of journal articles on it when searching earlier today. Approaches to the question vary. On the one hand, this article has a purely pragmatic perspective: we anthropomorphise animals in fiction because it is easy for children to identify with them, because we like flights of fancy and escapism, because an animal character has a ready-made personality (wily fox, lazy sloth, cheeky monkey, etc.) without any need for elucidation, and because of the potential for humour.
On the other, there are more self-consciously academic pieces which locate anthropomorphism of animals in a broader discussion of the functions of literature, reading and education.
I think the practical observations do have some bite, but this somewhat throwaway observation in the second piece I linked to seems to get closest to the mark:
When the risks and rewards are high, when the signs are ambiguous, when we are up against powerful forces, we envision human intents and actions cloaked in the shapes of objects and animals, and we act accordingly. Intuitively then, we begin to see faces in the clouds, a man in the moon, assign people’s names to life-threatening storms, and watch our investments in bull and bear markets.
This is an important observation, but it only gets us so far, Undoubtedly in situations of emotional urgency we tend to imbue both animals and inanimate objects with feelings (who hasn't hissed "Stupid thing!" at some recalcitrant tool or fiddly object that seems to be deliberately and malignantly refusing to cooperate in whatever task you want to carry out?). And we do sometimes create stories about objects too - Thomas the Tank Engine, Boris the Digger, Gwen the Carrot, or whatever. But it doesn't tell us why, and nor does it explain why children are in particular drawn to stories about animals over objects, and both over stories about other people. The authors of the piece in question suggest that anthropomorphism helps create emotional distance, allowing us to deal playfully and safely with difficult themes - for example, I suppose, by thinking of an economic downturn as a bear, or an oncoming deadly storm as Katrina. I don't think that's quite right. We want to think of a storm being Katrina or a bear market because we want someone to struggle against, to hate - not because we want to think of them in a light-hearted way.
I'm inclined to think that our tendency to anthropomorphise animals comes about because animals have a vibrancy, a certain "thinginess", to them; they are real in a way that other things are not. Partly this is because, as I've said before, we have a deep interest in, and connection with, animals that can surely only be explained by their importance to us in our evolutionary past. (Or, if you prefer, by the fact that they are created beings just like we are.) But mostly I think it is because to watch an animal go about the business of living is to watch something truly putting its all into the task in front of it. Animals never engage in half-measures - everything they do, they do for real, whether it's looking for food, mating, sleeping or playing. Their doings spark our curiosity and engage our emotions because they are vested with so much more vigour and determination than our own. This is why children respond to stories about them. And it is also why when we want to think of something monstrous, something vivid, something exciting, the minds of DMs so often instinctively go towards animal people.








