Monday, 9 December 2019

Hexology Revisited: What is in a Hex?

A topic of occasional interest on the blog has been the contents of hexes (see posts passim here, here, here and here). I thought I would revisit the theme.

Today I got up nice and early and did this hike:




As you can see - the blue squares are 1 mile squared - I walked roughly 6 miles. This took 3 hours with fairly frequent stops for photos and a few detours. If you also count stuff that was within striking distance of my route, you could say that this morning I made a preliminary exploration of a 3-mile hex. And this, a fairly desolate and isolated spot with ostensibly "nothing" in it in the grand scheme of things, contains more than enough adventure to last several sessions of game time. Let's see what I discovered:

The path from (1) to (7) on the map runs parallel to this shelf of rock:








This heugh, as they're known in these parts, runs for a good 400 yards at least, and all up and down its length are these cracks. While all of them look shallow, it doesn't take much imagination to think that they could extend down, deep down, into networks of tunnels far below the surface.

Past the heugh, we're crossing some pastureland and then quickly into woods (heading West on the map). 






Consider how dark those woods are and think about what might be dwelling there. And look at the fox skeleton. That doesn't have to be a fox - it could be anything. A manticore. A person.





And then it's off across wide open, windswept spaces, heading north towards (2) on the map. Look at those grassy tussocks - which could hide anything, including ambushers lying close to the ground. And look at these bogs and rivulets - every dozen yards or so you have to stop to figure out how you're going to get past one of these impromptu barriers. What might be living in them, in a D&D campaign world? What might creep up on you while you're gazing at the ground looking for somewhere dry to place your next step?







From here, we travel east, to points marked (3) and (4). To our left is a deep wooded valley - completely still and dead in mid-winter. It could easily be haunted, or the home of outlaws or evil spirits. There is supposed to be a 3,000 year old burial mound somewhere around here; my best guess was the mound you can see in the middle distance on the third picture down. I'm not entirely sure about that, though. And there's also a holly tree here, completely out of place. Around its feet are stones - it was clearly placed here long ago for some symbolic purpose. As I stood looking at it, a very spry old man suddenly appeared from behind it to have a chat about the weather, looking for all the world like some wizard or shaman (though the effect was spoiled by his nice blue North Face jacket). 





Now it's through woodland and the shore of the reservoir, through point (5). What is the significance of that boulder for the local druids? What lurks in the depths of that lake? The plaque attached to the tree is placed there in memory of a regular fisherman. Imagine a carving, commemorating a local hero, or signifying a warning... See also the buildings in the distance. Looks almost like a fortress, or perhaps a wizard's citadel? 











The final leg takes us south and then south-west, heading past (6) and back to (7). What at first glance seems like featureless moorland (almost prairie) turns out to be anything but. There are sinkholes and spring where water trickles up from underground, a copse of trees in which there are deep, hidden clefts couged out of the ground, and then - all of a sudden - a vast quarry, blasted and barren, looking  almost like the surface of Mars. What is in those sinkholes? What lies among the trees? Who made the quarry, and what lives in it now?

This is just a 3-mile hex. More than enough to detain a party of PCs for some time if they choose to spend some time exploring it. And bear in mind, all I did was walk in a big circle in the middle of it. I can hardly be said to have exhausted the potential adventure sites within it. And this is just a random, mundane chunk of rural England. 

The world is big, and sometimes quite staggeringly complicated. 

Sunday, 8 December 2019

Freedom, Ethics and Self-Enactment

D&D is just a game. And it's fun simply to play without thinking too deeply about. But there are lots of other things going on in it.

Why do kids play "let's pretend"? You're not allowed to say "Because it's fun". It seems to me that it's at least partly to do with discovery of the self. You can't have light without darkness, and you can't have a sense of self-hood without knowing what the self is not. Pretending to be other things gives you a feeling for what you are not, and in doing so provides you with the limits of what you are. It helps you map your own contours. 

(Let me stress that I think it is partly to do with this - there are plenty of other reasons, too.)

As an adult playing an RPG you can do something similar. Foucault said "freedom is the ontological condition of ethics". For him, ethics was not doing the right thing - it was reflecting on one's own actions and the underlying motives for them, and then cultivating in oneself the sentiments and impulses which one desires to motivate one's future actions. In other words it was a continuous practice of self-critique against self-selected criteria. Ethics is not abiding by the rules - it is the practices by which one brings oneself to align oneself with a particular set of standards or, if you want to get fancy, telos. Free choice is a necessary condition of this.

Michael Oakeshott makes a similar observation in drawing a distinction between moralities of self-disclosure and self-enactment. A morality of self-disclosure is simply abiding by the rules so as to "disclose" oneself as moral. In other words, it requires no exercise of free will - just doing what the rules say. A morality of self-enactment, on the other hand, is reflective. It is a matter of acting, and then reflecting on what motivated one to act. This allows one to gradually choose to emphasise or discard such motivations in future conduct, in on ongoing process of self-realisation. Free agency is a pre-requisite. 

(Mindfulness meditation helps in this, though French post-structuralists and High Tory philosophers tend not to get particularly new age.)

As an adult, playing "let's pretend" (i.e., D&D and similar) is in its own way a method of practising self-enactment of Foucauldian ethics - or can be. It is a kind of experimental safe space (I use those words advisedly) in which one can, as one's PC, make choices to act and then reflect, not on one's own motivations exactly, but on those of one's character. It like a dress-rehearsal for the real thing: why did my dwarf kill the prisoner? What were his underlying motivations? And what motivations are best cultivating to guide future conduct? At the same time - what does this say about my underlying motivations for acting?

Which is not to say you shouldn't just kill things and take their stuff. Rather, it's that you can peel away layers of the onion if you'd like to. 

Thursday, 5 December 2019

Nazi Sympathiser

A friend of mine showed me a photo yesterday of somebody in the OSR Twittersphere describing me as a Nazi sympathiser. (The same person was describing another RPG blogger in the same thread as something like "radical centrist scum".)

I wasn't going to write a blog post about this - it really just struck me as funny. A lot of what happens on Twitter, and particularly OSR-related Twitter, looks to me like the antics of some obscure race of decadent high elves or sentient androids, long ago descended into insanity and ennui, incapable of understanding basic human interactions and preoccuppied with their own bizarre and whimsical flights of fancy. So I was going to leave it at that.

But then a colleague came by my office to ask me for a favour. He's a staunch left-winger of the genuinely socialist variety, a shop steward and union activist to his very core. We get along very well, and he wanted me to witness his application for a renewal of his driving license. It struck me as we chatted that here was I, somebody on the centre-right politically, having a normal friendly conversation with him, a hard leftist, and neither of us could have cared less about our genuine and serious disagreements about who should be running the country. In the real world, this shit doesn't matter. Yet for some extremely online people, it apparently does. To them, it's actually important not to associate with people who have bad opinions, and, what's more, to then paint those people as the extremists.

Thinking this is strange, and probably a bad idea, makes me a "Nazi Sympathiser".

Would George Orwell even have a role if he were alive today? What is left to satirise when the world continually satirises itself? Answers on a postcard.

[Addendum: I have had to go back to moderating comments because the spam/Kent sock puppets have been getting ridiculous. Apologies for that.]

Tuesday, 3 December 2019

Replicating the Lord of the Rings (The Replication of the Ring?)

Yesterday, walking across frosty fields in the early morning with sheep dashing about in gleeful panic, I was reminded that my favourite bit of The Lord of the Rings is its first section - really the first few chapters, but extending until Rivendell.

Tolkien's genius, which I am sure was partly accidental but partly by design, comes from something which is rarely remarked upon. In the Shire, he created an island which is not an island. It's possible for his characters to go from bucolic pastoralism to mighty wilderness by just walking for a bit. (And possible for the mighty wilderness to invade the bucolic pastoral with a horse ride or two.) This allows him to produce a realistic "Hero's Journey" motif not just once, but twice (five times, actually, if you count Bilbo, Frodo, Sam, Merry and Pippin). The young hobbit finds his way in a vast and dangerous world, and comes back a grown man, and more.

It is hard to imagine a better way of appealing to a British, particularly an English, audience than this - it hits on so many themes that scratch our national itch it is unreal. There's the "sensible, down-to-earth and freedom-loving humble Englishmen go and show sinister and dictatorial Johnny Foreigner what for". (This was our favourite type of story even BEFORE the Nazis.) And there's "uncouth but honest Englishman goes out into the big bad world and proves his mettle in spite of the snootiness of Johnny Foreigner". These are two motifs writ large across our national psyche.

But in setting the Shire in the middle of a continent, Tolkien manages to avoid making it all seem a bit too "on the nose" with the English romanticism and taps into something much more universal: the love of home and the familiar, which all human beings feel, combined with the need to leave it and an existential threat which may well destroy it. This is dynamite, and he lights the fuse with aplomb.

This is hard to replicate in a game. Beginner PCs do not love the world the DM creates (yet, anyway), and travelling across a continent is not the type of scenario which makes D&D sing. There is something of it in the descent into the underworld which beginner PCs undertake. But because they do not inhabit a social milieu, their heroes' journeys are not rooted in a sense of home, and because they die easily, it's easy to treat them as throwaway at first. D&D lends itself to arch detachment rather than emotional investment. This is not a bad thing. But it does provide yet another reason (there are many) for suggesting The Lord of the Rings is not really a true "Appendix N' book - if what we mean by that is a book that really influences D&D in play.

Saturday, 16 November 2019

The Heather Sea

I am writing a real book (don't get too excited - it's an academic monograph) and it's getting close to the deadline. This means I am working on it almost constantly. At the end of each day I am creatively spent. This has made blogging ideas slow to come if at all, and has rendered my desire to blog almost nonexistent.

The best way to remedy this is probably not to post a campaign-setting idea, which people don't usually read or comment on, on a Saturday when nobody reads blogs in the first place. But here goes.

While out walking last week in the hills I struck off the beaten trails and headed out across a wide expanse of heather moorland on something of a wild goose chase in search of what my ordnance survey map suggested were some caves. This led me across this kind of landscape (excuse the use of a naff stock photo):




It felt not unlike wading across a very wide pond interspersed with stepping stones of granite. You basically pick your way from hunk of rock to hunk of rock (which retreating glaciers deposited long ago) by striding uncertainly amidst thick, bouncy, thigh-deep fragrant heather. The heather often bears your weight, but also has a tendency to treacherously give way so that your foot plunges down into sodden mud underneath. It's a pain in the arse to cross, but also a good work out. 

It also made me imagine what that landscape would be like if it was blown up to a scale 100 or 1000 times bigger than it really is. Each hunk of granite would not be merely a convenient place for somebody to stand for a moment to get their bearings, but big enough for buildings, even towns, even cities, to be built on (or inside). The heather sea would be a deep, dark, impenetrable mega-forest which the rock-dwellers would dread to cross, and which would they would never enter except as outlaws or madmen. Passage from rock to rock might be done through trained birds or other fliers, or possibly by enlisting giants or other gargantuan beasts capable of walking across the ocean of vegetation in between. 




Maybe different types of heather would bloom in different colours, and their fragrant pollen washing over the landscape would create different magical effects. Maybe the only time any rock-dweller would venture into that landscape would be to try to harvest that pollen. Maybe they would raise giant bees or other insects to harvest it for them, and to make use of the honey.

And maybe those big hunks of granite would contain mineral deposits. And maybe dwarves and derro and other subterranean beings would burrow up from the underdark so as to mine the giant rocks from underneath. Maybe the rock-dwellers would find themselves living atop networks of burrows filled with wonders to explore.

Maybe that would be a fun campaign setting to run a game in.

Monday, 4 November 2019

Mud and Floods

I spent all weekend hiking in the countryside. This being England, and this being November, this meant rain and mud. Lots of it. There is a certain point in the English autumn at which there is almost daily rain. The earth gets completely saturated, but the temperature no longer gets much higher than 6 or 7 degrees and the standing water does not evaporate. This turns the entire country outside of towns and cities into a gigantic bog of mud and swamp-like quasi-lakes of brown water. 

It makes you realise why there was a campaign season in the good old days. Sure, you had to get the harvest in and armies were extremely hard to supply between October and March. But getting from place to place on foot is also just a gigantic pain in the arse. Better to just stay at home and wait for spring.

I did some hikes that I have done before and worked out that I was on average travelling at half my usual pace just because I was constantly having to pick my way around impromptu bodies of water where once there was grass. This also meant that I spent most of my time looking at the ground rather than the world around me, because I was more or less constantly picking my way from one patch of firm ground to another - like stepping stones.

We tend to think about the weather and terrain as basically being a matter of movement rates when we remember them at all. Just as relevant, if not more so, is I think the surprise roll. When the weather is bad you have to concentrate. If there had been a gang of goblins out there on the hunt, I would have been a sitting duck. That's not even to mention footprints and the ease of tracking.

Two rule suggestions, then:

1) During heavy rain, in random encounters intelligent creatures (including PCs) are automatically surprised unless they have prepared for rain or their nature suggests otherwise (Trolls, for instance, are unlikely to be concerned by mud)
2) Tracking during heavy rain and the following day is automatically successful 

Thursday, 31 October 2019

Nicobobinise Your Game: Interpreting Dreams and Omens

One of my favourite techniques for giving players a little bit of narrative control and a stake in setting creation without getting all storygamerish about it is giving them opportunities to describe their PCs' dreams and hallucinations. 

If the PCs get the opportunity to take a hallucinogen or are put in that state magically, go on a spirit journey, or the like, I will often ask them: what does your character see? Or, alternatively, I will sketch out a scene ("You see yourself on the back of a flying whale" or whatever) and ask them to add some details ("Where does the whale go?"). 

They will without fail come up with something that you:
a) Would never have thought of yourself;
b) Can incorporate into the game somehow, turning the hallucination into a "premonition" of some kind.

You have to do this sparingly, and in a subtle, non-obvious way. It's no good being literal about things - you need to get dream-logical. The best approach is opportunistic: you might never use the "whale flying to the stars" motif even metaphorically, but you never know when something star or deep-sea related will come up, and when it does...

I have been reading Arrian's Anabasis lately. It is fascinating how much ancient people relied on what they thought were the correct interpretations of goings-on in the natural world. For example:

[W]hen Alexander was still besieging Halicarnassus and was taking a midday rest, a swallow had flitted about over his head chirping loudly and settled here and there on his bed giving voice in a more than usually insistent way. Alexander was too exhausted to wake up, but the sound bothered him in his sleep and he brushed the swallow away with a light sweep of his hand. Far from flying off at his touch, the bird perched right on Alexander's head and kept going until he was completely awake. Alexander took this business of the swallow seriously and recounted it to Aristander of Telmissus, a seer. Aristander told him that it signified a plot by one of his friends, and meant also that the plot would come to light, as the swallow is a domestic bird, friendly to man, and the most talkative of all birds.

I love this kind of thing, because it is so immersive in a strange and beautiful and foreign way of conceiving of the world. How to use it in a game is difficult, but I wonder whether one method might be something like:

-There is a table of random natural events that the DM consults very occasionally
-When he does so, an event like the sparrow/nap incident takes place
-The player gives an interpretation of what has happened and what it means
-The DM writes down an interpretation of what has happened and what it means (keeping it secret from the players)
-A coin is tossed to determine which is the correct interpretation BUT the DM does not reveal the result
-Play continues: it could be that the player's interpretation of the swallow/nap incident is correct, or it could be the DM's; the players might act on the assumption that they are right, or wrong...and sooner or later they'll find out

You could. of course, do something similar with the interpretation of dreams: every so often you could roll on a Random Dream Table and ask for the players' interpretations accordingly, following a similar pattern to the above.

Tuesday, 29 October 2019

Incentives Matter

The other day I listened to an RPG-related podcast in which a story gamer talked about playing an old school game. She was broadly positive, but said that she was dissatisfied with the way in which combat worked - if a PC was out of action or killed, it would mean that the player would have nothing to do, for the rest of the fight at least. This was seen as bad because, I gather, it would make that player feel left out or bored.

I am trying my best these days not to be judgmental and dismissive, which are always my driving instincts, but I do sometimes wonder where the infantilisation of adults will end. Even young children understand the concept that incentives matter - if there is a consequence to playing unintelligently, and the consequence is that you can't "play", then there is a good reason to play intelligently instead. The result is a better experience for everybody.

Let me put that a different way: if you remove the consequences of bad play in order to satisfy any given individual player and stop them feeling left out, you make things worse for the group, because you encourage the players not to take things seriously.

Death and incapacitation are important because they encourage thoughtful engagement with the game. If those threats feel real, players understand that what happens actually matters. This raises the bar for everybody - the other players, who feed off each other's energy, and the DM, who has gone to the trouble of starting up and planning a campaign that he or she wants them to engage with.

[EDIT: Apparently because it's not clear, I am not talking about the DM doing this in an authoritarian or "yah boo sucks" sort of way, and nor am I talking about character death meaning having no further contribution to the session. I am talking about the natural incentives which will arise when players know that getting incapacitated is going to mean having to sit and watch for 5 minutes or so, and that character death is going to mean having to roll up a new one and wait until there's an opportunity to be reintroduced to the game - i.e. a little while later in the same session.]

Monday, 28 October 2019

The Greatest OSR Blog Posts Known to Man

Attempting to list the greatest OSR blog posts ever is a fool's errand of the highest order. I have forgotten 99.9% of the posts I have ever read, especially those from the early days. BUT LET'S DO IT ANYWAY.

Post yours in the comments. The ones I can think of off the top of my head are:

http://falsemachine.blogspot.com/2015/06/the-greatest-image-known-to-man.html - Not even anything to do with RPGs, let alone D&D, and let alone the OSR, but probably the blog post I have enjoyed reading most of all in the last 10 years.

http://riseupcomus.blogspot.com/2017/09/1937-hobbit-as-setting.html - Like the last Ichthyosaur in the ocean, this is a recent reminder of the magnificent beasts which once roamed the Blogosphere Sea but which long ago diminished and went into the West...or something.

https://shamsgrog.blogspot.com/2008/05/why-od.html, https://shamsgrog.blogspot.com/2008/05/as-ive-stated-before-this-blog-is-not.html, https://shamsgrog.blogspot.com/2008/05/why-od-part-3.html, and https://shamsgrog.blogspot.com/2008/05/why-od-part-4.html - A series of three posts which set out the case for OD&D from the get-go and were instrumental in hooking me back into all of this nonsense.

http://batintheattic.blogspot.com/2009/08/how-to-make-fantasy-sandbox.html - Just good solid advice on sandbox building from the days when the basic principles of OSR play were still being properly elucidated; it seems like something everybody nowadays would take for granted, but this stuff was important, dammit.

https://www.welshpiper.com/hex-based-campaign-design-part-1/, and https://www.welshpiper.com/hex-based-campaign-design-part-2/ - More really useful technical advice, again from the days when this sort of thing was necessary in establishing the rudiments of OSR campaign design.

https://deltasdnd.blogspot.com/2011/03/basic-d-on-archery.html - One of Delta's truly magnificent deep dives, which might genuinely change how you see a fundamental element of the game.

http://scantabulous.blogspot.com/2008/05/petrifying.html - It still makes me smile.

http://jrients.blogspot.com/2006/02/i-got-your-threefold-model-right-here.html - The best blog post written about "RPG theory". And it was nearly 14 years ago.

http://jrients.blogspot.com/2011/04/twenty-quick-questions-for-your.html - You can pretty much make a campaign setting just by answering these questions and use it for years and years.

I have merely scratched the surface. What else can you remember?

Wednesday, 23 October 2019

Once You Label Me You Negate Me - About the OSR, DIY D&D, Sword Dream, and the Rest

What's your label?

I was never a big fan of "OSR". I am not old school (I never played OD&D when it first came out, for the very good reason that I was not yet born); I hate the phrase "old school" to begin with, whatever the context (self-congratulatory stick-in-the-mudism); and the word "renaissance" is pompous and silly. Speaking strictly objectively, I always thought "DIY D&D" made a lot more sense: what I do, after all, is play D&D and make stuff for it myself rather than buy what others produce.

And I am also not by nature a joiner to begin with. Let's be clear about this: I am proud, vain, and self-motivating, and I don't get why some people seem to feel an intense need to be part of social movements or support networks. For some people, it appears to be important to feel like an insider - whether it's through energetically participating in online "communities", retweeting the latest hashtag, or being on top of the latest boxed-set everybody's talking about. I am basically the opposite of that. This is not a criticism of those people, because I'm sure that impulse comes from a nice place. It is  just the reflections of a man who is probably now at the threshold of middle-age, and is becoming able to look at his own settled personality with something approaching objectivity.

In short, I like people, I have lots of friends and a loving family, and I think those who comment on this blog are generally fabulous (I will refrain from naming the exceptions). But I have a very low level of tolerance for anything that seems to me even remotely like it might be a bandwagon. This is almost pathological: if people like something, I tend to go out of my way to hate it. Long-term readers of the blog may be familiar with this tendency of mine. I swear I'll get around to reading Harry Potter one day.

With all of that said, what the OSR has going for it is that is not, as others have rightly pointed out, a community. Attempts to turn it into one have pretty much universally been obnoxious, exclusionary in one direction or other, politicised, and dominated by superficially charismatic...I am trying to think of the right term here...I'll be polite and say "fevered egos". The OSR is a scene or, better, a genre - a style of play. It is at its heart politically and socially empty: really, it's just a loose set of principles about what play looks like. Not principles about who gets to play. Not principles about what the content should or should not be. Not principles about which type of designer gets supported and which doesn't. Not principles about who is a good person and who is a bad one. Principles about what happens at the table, and in preparation for it.

Where the OSR has been led astray in the past, and where I am sure it will continue to be led astray in the future, is when people have become sidetracked from just expounding on the relevant principles and making games along the guidelines which those principles provide. In other words, the whole thing has become corrupted when people have started trying to put up barriers of any kind, to create in-groups and out-groups, or to achieve certain ends beyond promoting the principles in question.

Which is all a very roundabout way of saying, I will not piss all over any attempt to create a community if that's what the members of said community wish to do. But there is nothing wrong with "the OSR" beyond it being a bit of a silly name, if one concentrates on the fact that it is a style of play and nothing more than that.