Greetings!
Building a Better Barbarian
Barbarians in the campaign are often pretty dull. It's a class that obviously has potential--harkening back to its 1E AD&D roots, it was interesting then. Mechanically, it has promise, but seems "meh". The flavour, of course, is virtually non-existent in the core rulebooks. In AD&D, of course, with the advent of UA, the Barbarian has been much-debated. The basic notion is that there is no need for a “Barbarian” class—simply use the base “Fighter”, add furs, leather, or loin-cloth, primitive technology, and a savage, “barbaric” culture, and *whalaah*--you have a barbarian. Whether or not a DM uses the basic *Fighter* class to model barbarians, or the Barbarian class itself in some form, there remains a need to develop the background, motif, and flavour of any given barbarian or group of barbarians encountered in the milieu.
Thus, I designed some tables to relatively quickly determine some quick guidelines of a barbarian culture encountered by the players--or as a snapshot to the background of an NPC Barbarian, or some barbarian opponents. Questions would frequently arise--What are their marriage customs? How do they handle crime and punishment? What kind of religious system does this tribe have? How does this barbarian view certain family relationships, or ideas? Or how might he or she--respond to this kind of family relationship or custom over here? What kind of technology does that barbarian tribe have? What kind of skills are they famous or well-known for? And many others.
The Barbarian Technology Tables are divided into two different tables; Table I is for a "Random Campaign Correspondence"; while Table II is for a "Strict Campaign Correspondence". What do these tables mean?
The Random Campaign Correspondence table--Table I--is for when the DM wants there to be broad, open possibilities, vastly different cultural templates and dynamics, and potentially very difficult social, political and cultural problems when such barbarians encounter player characters or NPC's from wildly different cultures.
Table II--the "Strict Campaign Correspondence" table, is much tighter, in that there is less random chance for some culture to be very radically different from the more modern cultures present in the quasi-medieval milieu. The barbarian cultures developed will have a much closer technological and cultural correspondence--or if they do have an Iron Age technology/culture, they will be placed to advance much more rapidly in the larger political scheme of the campaign milieu. In such a case, it would be easier for the DM to advance a particular Iron Age tribe, for example, up to the Early Middle Ages level of technology and thus have less friction within the campaign. It just depends on what kind of open probabilities the DM wants a greater chance of dealing with for the campaign.
Barbarian Technology Table I
01-20% Stone Age
21-40% Bronze Age
41-60% Iron Age
61-80% Dark Ages
81-00% Early Middle Ages
Barbarian Technology Table II
01-10% Stone Age
11-20% Bronze Age
21-40% Iron Age
41-70% Dark Ages
71-00% Early Middle Ages
Barbarian Climate & Terrain Type
01-15% Forest
16-30% Hills
31-45% Mountains
46-60% Steppe/Plain
61-70% Jungle/Swamp
71-80% Desert/Wastes
81-90% Coastal/Islands
91-00% Coastal/Sea Raider
Barbarian Culture & Lifestyle
01-10% Simple Hunter/Gatherers
11-20% Advanced Hunter/Gatherers
21-35% Pastoralism
36-50% Nomadic
51-90% Village-Based; with simple Agriculture
91-00% Village/Town Based; with advanced Agriculture
Barbarian Government & Leadership
01-25% Chieftain--Autocracy/Divine Right
26-50% Chieftain--Warlord/Elder Council
51-60% Chieftain--Longhouse Democracy
61-75% Kingship--Autocracy/Divine Right
76-90% Kingship--Warlord/Elder Council
91-92% Kingship--Confederation; Autocracy/Divine Right
93-94% Kingship--Confederation; Warlord/Elder Council
95-96% Chieftain--Confederation; Autocracy/Divine Right
97-98% Chieftain--Confederation; Warlord/Elder Council
99-00% Chieftain--Confederation; Longhouse Democracy
Barbarian Economy
01-25% Simple Barter Economy, with Local Trade
26-50% Advanced, Complex Barter Economy, with Local Trade
51-65% Simple Barter Economy, Long Ranged Trade
66-80% Advanced Barter Economy, Long Ranged Trade
81-90% Mixed Complex Barter/Coin-based Economy, with Local Trade
91-00% Mixed Complex Barter/Coin-based Economy, Long Ranged Trade
Barbarian Social Justice & Punishment
01-02% Simple Justice
03-04% Simple Justice+Violence I
05-06% Simple Justice+Violence I; plus Indentured Servitude I
07-08% Simple Justice+Violence I; plus Indentured Servitude II;
09-10% Simple Justice+Violence II; Slavery I
11-30% Simple Justice+Violence II; Slavery II
31-50% Simple Justice+Violence III; Slavery I
51-90% Simple Justice+Violence III; Slavery II
91-95% Simple Justice+Violence IV; Slavery I
96-00% Simple Justice+Violence IV; Slavery II
Interpreting the table results:
Simple Justice: Simple Justice refers to the comprehensive social justice systems embraced virtually universally by all tribes of people throughout history; these customs form the basis of almost all justice systems, to one degree or another; they are generally composed of the following customs: Compensatory; Social Outcast, Labour, Exile
Violence I: Torture
The culture embraces and accepts the use of torture as punishment or for whatever means necessary in addition to standard simple justice.
Violence II: Torture and Execution
The culture also embraces various forms and methods of execution, as a form of punishment along with torture and standard simple justice.
Violence III: Torture, Execution, Sacrifice
The culture embraces customs of religiously sacrificing victims to their gods as a form of punishment in addition to execution, torture, and standard simple justice.
Violence IV: Torture, Execution, Sacrifice, Cannabalism: The culture embraces Cannibalism--the feasting on other human beings as well as other humanoid creatures, as a form of punishment, in addition to torture, execution, sacrifice, and simple justice.
Indentured Servitude I: Limited
Limited; the culture embraces Indentured Servitude; using the custom as a punishment for a specific period of time, and or for specific people; various kinds of criminals, war prisoners, foreign captives, adoptive members of the tribe from foreigners, etc. Indentured Servants also possess specific rights--unlike slaves, who may have no rights whatsoever. Limited Indentured Servitude usually has limits of from months to years, though 7 years is generally the maximum.
Indentured Servitude II: General
General; the culture embraces Indentured Servitude on a much larger basis; the times sentenced may be specific and temporary, or much longer; General can encompass typically sentences of any number of years, up to 20. General Indentured Servitude may be limited to only foreign males; foreigners in general; war prisoners; criminals; foreign women; any halfling; and so on.
Slavery I: Limited
The culture embraces limited slavery. This may be only Half Orcs; Only Halflings; Only War Prisoners; Only Foreign Captives; Only Criminals; or some other kind of institutional limitation based on sex/gender, race, religion, status, ethnicity/culture, and so on. There may be more than one qualifier, as well. In limited slavery, slaves may enjoy some legal, cultural, or social rights, to one degree or another, depending on the culture. This form of slavery differs from the more general slavery, where virtually anyone and everyone can be condemned to slavery.
Slavery II: General
The culture embraces general slavery; criminals, foreigners, war prisoners, war captives, of whatever sex/gender, race or culture can be condemned to slavery, for life unless released by their master while alive, or in the master's will. Slaves have virtually no rights whatsoever, and may worked brutally and inhumanely, be sacrificed, tortured, or killed for any reason, or for mere whim.
Barbarian Marriage Customs
01-05% Monogamous; Strict, Formal
06-10% Monogamous; Loose, Informal
11-20% Monogamous; Loose, Informal, Concubinage
21-25% Polygamous; Strict, Formal
26-40% Polygamous; Loose, Informal
41-90% Polygamous; Loose, Informal, Concubinage
91-00% Polyandrous/Tribal/Group (Subtable)
01-30% Polyandrous; Strict, Formal
31-90% Polyandrous; Loose, Informal
91-94% Polyandrous; Loose, Informal, Concubinage
95-96% Tribal/Group; Strict, Formal
97-98% Tribal/Group; Loose, Informal
99-00% Tribal/Group; Loose, Informal, Concubinage
Strict: A strict adherence to fidelity and exclusive sexual relations is expected. Violation of these expectations and customs may provoke serious social and or legal consequences. Adultery is often punished with savage torture, and often death sentences are the standard.
Loose: People involved have varying expectations of absolute sexual fidelity and exclusivity; mistresses, lovers, and so on are fairly common, and generally accepted.
Formal: The society has very high standards and strict rules and expectations for any kind of divorce. There may be specific requirements that the couple or people involved must exhibit in order to be allowed to divorce. There may be various significant social and religious stigmas attached to anyone that has been divorced. Children born out of wedlock are likewise social outcasts if such is becomes known.
Informal: The culture has no strict requirements concerning divorce, and divorce is relatively easy and simple to do, with no social, religious or cultural stigmas for anyone involved. In addition, children born out of wedlock are not subject to being outcasts, and may be common and entirely accepted.
Concubinage: The culture embraces the custom of maintaining concubines for a married person, whether male or female. In the cases where concubines provide children, the children have some rights of inheritance. In addition, concubines have an official, legal and social status, and enjoy specific social, legal and inheritance rights.
Barbarian Religion
01-30% Comprehensive Pantheon
31-70% Nature/Elements Pantheon
71-85% Animism/Spiritualism
86-95% Great Spirit/Animism/Spiritualism
96-00% Other
Barbarian Religious Leadership
01-05% Shaman--Exclusively Male or Female Genders
06-10% Shaman--Both genders may serve as shamans
11-30% Priests--Exclusively Male or Female Genders
31-50% Priests--Both genders may serve as priests
51-60% Druids--Exclusively Male or Female Genders
61-70% Druids--Both genders may serve as druids
71-80% Informal Clergy: Witches, Witch-Doctors, Holy Hermits. Both or either genders may serve; many are open; some have restrictions. Culture may have one or more types, as appropriate.
81-00% Special: Roll again; any Shaman, Priest, or Druid type, plus Informal Clergy.
Semper Fidelis,
SHARK
Saturday, January 2, 2010
Friday, January 1, 2010
Happy New Year!
Greetings!
Well, the new year of 2010 is here! I hope all of you have had a wonderful and pleasant beginning--and that the future will be bright and joyful. The new year is a time of looking back, reviewing what has past, what was gained--and looking to grow and prosper in the future. My best wishes to all of you.
Semper Fidelis,
SHARK
Well, the new year of 2010 is here! I hope all of you have had a wonderful and pleasant beginning--and that the future will be bright and joyful. The new year is a time of looking back, reviewing what has past, what was gained--and looking to grow and prosper in the future. My best wishes to all of you.
Semper Fidelis,
SHARK
Wednesday, December 30, 2009
Enchanted Pools!
Greetings!
I have always loved magic pools, ever since back in the day with 1E, and the DMG random dungeon tables where Gary Gygax wrote them into the tables as an encountered feature. Just great stuff! Do you like magic pools? How have you used them in your campaigns? Have you created any particular kinds of magic pools?
Here are some of the Enchanted Pool tables in my campaigns.
Semper Fidelis,
SHARK
Mystical Pools
01-20% Mystical Pool--Healing: The mystical pool provides a Healing effect on the characters.
21-40% Mystical Pool--Ferocious: The mystical pool provides a Greater Heroism effect that lasts the following duration;
Duration
01-50%: 1 Hour
51-60%: 3 Hours
61-70%: 6 Hours
71-80%: 12 Hours
81-90%: 24 Hours
91-100%: 3 Days
41-60% Mystical Pool--Talking: The mystical pool is intelligent, and has the powers of speech. The Talking Pool may also be able to use Telepathy within 100' ft. range. The Talking Pool can speak all languages. The Talking Pool is ancient and wise, and has the knowledge lore of a Lvl 20 Bard. The Talking Pool may have any alignment, and have whatever particular personality the DM determines. The Talking Pool may negotiate with the players for knowledge, or it may send them on a quest, or the Talking Pool may be friendly and helpful, indifferent and reserved, or obnoxious and hostile. Some Talking Pools may also be sick, or insane.
61-65% Mystical Pool--Gateway: The mystical pool transports the character or characters into another location in the dungeon, some other location in the current world; a different world entirely, one that is strange and mysterious; a different mystical plane; some bizarre otherworldly dimension; or transported to a different age in time on the current or different world, either in the present age, the distant future, or some ancient, bygone age of the past; as the DM sees fit. This particular feature may be fixed and unchanging, or random, as the DM feels appropriate.
66-100% Mystical Pool--Enchanted: Roll on the appropriate tables below to determine the appearance, rate of change, and nature of the enchanted pool.
Enchanted Pools
Characters drinking from, or submerging/swimming/bathing/entering the enchanted pool may experience any of the following effects, as determined by rolling and checking the table. A particular pool may only affect a specific character only once.
Enchanted Pool Appearance Table I
01-50%: Waters appear entirely normal
51-100%: Waters have some kind of unusual appearance and motif effect reflecting the nature of the enchanted pool.
Enchanted Pool Rate of Change Table II
01-30%: The specific type of enchanted pool is fixed and unchanging.
31-60%: The specific type of enchanted pool has different effects and changes type for each individual character. The Enchanted Pool Effect is randomly determined for each individual character.
61-65%: The specific type of enchanted pool changes in appearance and type every hour.
66-70%: The specific type of enchanted pool changes in appearance and type every four hours.
71-72%: The specific type of enchanted pool changes in appearance and type every 12 hours.
73-74%: The specific type of enchanted pool changes in appearance and type every 24 hours, at a specific time. (E.g. Changes at dawn, sunset, noon, or midnight)
75-76%: The specific type of enchanted pool changes in appearance and type every 3 Days, at a specific time. (E.g. Changes at dawn, sunset, noon, or midnight)
77-78%: The specific type of enchanted pool changes in appearance and type every 10 Days, at a specific time. (E.g. Changes at dawn, sunset, noon, or midnight)
79-80%: The specific type of enchanted pool changes in appearance and type every 30 Days, at a specific time. (E.g. Changes at dawn, sunset, noon, or midnight)
81-100%: The specific type of enchanted pool changes in appearance and type every year, at a specific day and time. (E.g. Changes at the Winter Solstice, or the Spring Solstice, etc.)
Type of Enchanted Pool Table III
01-02%: Pool of the Exalted
03-04%: Pool of the Damned
05-06%: Pool of Teeth
07-08%: Pool of Transformation
09-10%: Pool of Savagery
11-15%: Pool of Aging
16-20%: Pool of Seasons
21-30%: Pool of Madness
31-40%: Pool of Transmutation
41-50%: Pool of Visions
51-60%: Pool of Animal Sentience
61-70%: Pool of Happy Fortune
71-80%: Pool of Dread Misfortune
81-85%: Pool of Chaos
86-90%: Pool of Youth
91-92%: Pool of the Strange Beast
93-94%: Pool of Mystery
95-96%: Pool of Rainbows
97-98%: Pool of Hunger
99-100%: Pool of Wishes
Enchanted Pool Effects Table IV
01-02: Pool of the Exalted: The character gains the Fortune Blessed Template.
03-04: Pool of the Damned: The character gains the Fortune Spurned Template.
05-06: Pool of Teeth: The pool shifts suddenly, as numerous beast heads emerge, and bite the character. The character gains some form of Lycanthropy, and gains a Lycanthropy Template.
07-08: Pool of Transformation: In mere moments, the character mysteriously changes into the opposite gender. The transformation is permanent, and can only be changed by some kind of magical means.
09-10: Pool of Savagery: The character gains the Primitive Template.
11-15: Pool of Aging: The character Retains their present memories, knowledge, skills, etc, but changes in outward appearance, and in comprehensive physical and mental condition, subject to any specific ability modifiers of the particular age. The character ages in years, and their current age is increased by 1d3 Age Categories. (Venerable, Old, Middle Age, Adulthood); The character's age is set within 1d6 years of the minimum required for the age category.
16-20: Pool of Seasons: The character gains the Seasonal Template.
21-30: Pool of Madness: The character gains 1d3 Insanities.
31-40: Pool of Transmutation: The character gains the knowledge of Transmutation; knowing that a quantity of a specific metal placed within the pool will transmutate it into some other form of metal, that is a permanent transformation. The character intuitively gains the knowledge that this property of transmutation will only last for an hour, before such ability will be lost. The character has an hour of time to place any amount of the particular base metal to be transmuted.
01-25: Copper into Silver
26-50: Silver into Gold
51-75: Gold into Platinum
76-100: Platinum into Mithril
41-50: Pool of Visions: The character gains the knowledge of, and temporary use of the spell Vision, usable 3/day, but must be used within 24 hours.
51-60: Pool of Animal Sentience: The character gains the knowledge and temporary use of the spell *Awaken* and may cast it on any animal desired, that is also in the magical pool. The character has 1 hour to use the *Awaken* spell on a selected animal.
61-70: Pool of Happy Fortune: Ability gain; the character is blessed by the hand of fate! The character gains 2 points in a randomly determined ability; roll a d6 to determine which ability gains the benefit. This occurs immediately, and is a permanent effect.
71-80: Pool of Dread Misfortune: Ability drain; the character is blasted by the cruel hand of fate! The character loses 2 points from a randomly determined ability; roll a d6 to determine which ability suffers the loss. This occurs immediately, and is permanent effect.
81-85: Pool of Chaos: The character gains 1d3 Chaos Mutations.
86-90: Pool of Youth: The character Retains their present memories, knowledge, skills, etc, but changes in outward appearance, and in comprehensive physical and mental condition, subject to any specific ability modifiers of the particular age. The character gains youthfulness, and their current age is reduced by 1d3 Age Categories. (Venerable, Old, Middle Age, Adulthood); The character's age is set within 1d6 years of the minimum required for the age category.
91-92: Pool of the Strange Beast: The character gains the Quadruped Template.
93-94: Pool of Mystery:
The character gains some kind of Mystical Blessing;
01-25: Holy Blessing: In a flash of bright, holy light and shimmering, radiant flames, the character is blessed by Righteous and Holy Gods with the Holy Template.
26-50: Elemental Blessing: The character is engulfed by a strange, swirling column of elemental power--either earth, water, fog and mist, or fire, and blessed by the Great Elemental Powers with the Elemental-Infusion Template.
51-75: Psychic Empowerment: The character is enshrouded in dense, swirling, blue, silver and white fog and blessed by some strange twist of fate and fortune, and gains the Psychic Template.
76-100: Unholy Blessing: In a flash of terrible darkness, and shifting purple flames, the character is blessed by the Dark Gods with the Unholy Template.
95-96: Pool of Rainbows: The character gains the Prismatic Template.
97-98: Pool of Hunger: The character gains the Ravenous Creature Template. This template brings with it a gradual alignment shift over the next four weeks, as the character begins to embrace the new, savage desires to eat and devour members of their own race.
99-100: Pool of Wishes: The character is blessed by fate, and gains the use and granting of 3wishes, as the spell. These wishes must be used within 1 hour.
I have always loved magic pools, ever since back in the day with 1E, and the DMG random dungeon tables where Gary Gygax wrote them into the tables as an encountered feature. Just great stuff! Do you like magic pools? How have you used them in your campaigns? Have you created any particular kinds of magic pools?
Here are some of the Enchanted Pool tables in my campaigns.
Semper Fidelis,
SHARK
Mystical Pools
01-20% Mystical Pool--Healing: The mystical pool provides a Healing effect on the characters.
21-40% Mystical Pool--Ferocious: The mystical pool provides a Greater Heroism effect that lasts the following duration;
Duration
01-50%: 1 Hour
51-60%: 3 Hours
61-70%: 6 Hours
71-80%: 12 Hours
81-90%: 24 Hours
91-100%: 3 Days
41-60% Mystical Pool--Talking: The mystical pool is intelligent, and has the powers of speech. The Talking Pool may also be able to use Telepathy within 100' ft. range. The Talking Pool can speak all languages. The Talking Pool is ancient and wise, and has the knowledge lore of a Lvl 20 Bard. The Talking Pool may have any alignment, and have whatever particular personality the DM determines. The Talking Pool may negotiate with the players for knowledge, or it may send them on a quest, or the Talking Pool may be friendly and helpful, indifferent and reserved, or obnoxious and hostile. Some Talking Pools may also be sick, or insane.
61-65% Mystical Pool--Gateway: The mystical pool transports the character or characters into another location in the dungeon, some other location in the current world; a different world entirely, one that is strange and mysterious; a different mystical plane; some bizarre otherworldly dimension; or transported to a different age in time on the current or different world, either in the present age, the distant future, or some ancient, bygone age of the past; as the DM sees fit. This particular feature may be fixed and unchanging, or random, as the DM feels appropriate.
66-100% Mystical Pool--Enchanted: Roll on the appropriate tables below to determine the appearance, rate of change, and nature of the enchanted pool.
Enchanted Pools
Characters drinking from, or submerging/swimming/bathing/entering the enchanted pool may experience any of the following effects, as determined by rolling and checking the table. A particular pool may only affect a specific character only once.
Enchanted Pool Appearance Table I
01-50%: Waters appear entirely normal
51-100%: Waters have some kind of unusual appearance and motif effect reflecting the nature of the enchanted pool.
Enchanted Pool Rate of Change Table II
01-30%: The specific type of enchanted pool is fixed and unchanging.
31-60%: The specific type of enchanted pool has different effects and changes type for each individual character. The Enchanted Pool Effect is randomly determined for each individual character.
61-65%: The specific type of enchanted pool changes in appearance and type every hour.
66-70%: The specific type of enchanted pool changes in appearance and type every four hours.
71-72%: The specific type of enchanted pool changes in appearance and type every 12 hours.
73-74%: The specific type of enchanted pool changes in appearance and type every 24 hours, at a specific time. (E.g. Changes at dawn, sunset, noon, or midnight)
75-76%: The specific type of enchanted pool changes in appearance and type every 3 Days, at a specific time. (E.g. Changes at dawn, sunset, noon, or midnight)
77-78%: The specific type of enchanted pool changes in appearance and type every 10 Days, at a specific time. (E.g. Changes at dawn, sunset, noon, or midnight)
79-80%: The specific type of enchanted pool changes in appearance and type every 30 Days, at a specific time. (E.g. Changes at dawn, sunset, noon, or midnight)
81-100%: The specific type of enchanted pool changes in appearance and type every year, at a specific day and time. (E.g. Changes at the Winter Solstice, or the Spring Solstice, etc.)
Type of Enchanted Pool Table III
01-02%: Pool of the Exalted
03-04%: Pool of the Damned
05-06%: Pool of Teeth
07-08%: Pool of Transformation
09-10%: Pool of Savagery
11-15%: Pool of Aging
16-20%: Pool of Seasons
21-30%: Pool of Madness
31-40%: Pool of Transmutation
41-50%: Pool of Visions
51-60%: Pool of Animal Sentience
61-70%: Pool of Happy Fortune
71-80%: Pool of Dread Misfortune
81-85%: Pool of Chaos
86-90%: Pool of Youth
91-92%: Pool of the Strange Beast
93-94%: Pool of Mystery
95-96%: Pool of Rainbows
97-98%: Pool of Hunger
99-100%: Pool of Wishes
Enchanted Pool Effects Table IV
01-02: Pool of the Exalted: The character gains the Fortune Blessed Template.
03-04: Pool of the Damned: The character gains the Fortune Spurned Template.
05-06: Pool of Teeth: The pool shifts suddenly, as numerous beast heads emerge, and bite the character. The character gains some form of Lycanthropy, and gains a Lycanthropy Template.
07-08: Pool of Transformation: In mere moments, the character mysteriously changes into the opposite gender. The transformation is permanent, and can only be changed by some kind of magical means.
09-10: Pool of Savagery: The character gains the Primitive Template.
11-15: Pool of Aging: The character Retains their present memories, knowledge, skills, etc, but changes in outward appearance, and in comprehensive physical and mental condition, subject to any specific ability modifiers of the particular age. The character ages in years, and their current age is increased by 1d3 Age Categories. (Venerable, Old, Middle Age, Adulthood); The character's age is set within 1d6 years of the minimum required for the age category.
16-20: Pool of Seasons: The character gains the Seasonal Template.
21-30: Pool of Madness: The character gains 1d3 Insanities.
31-40: Pool of Transmutation: The character gains the knowledge of Transmutation; knowing that a quantity of a specific metal placed within the pool will transmutate it into some other form of metal, that is a permanent transformation. The character intuitively gains the knowledge that this property of transmutation will only last for an hour, before such ability will be lost. The character has an hour of time to place any amount of the particular base metal to be transmuted.
01-25: Copper into Silver
26-50: Silver into Gold
51-75: Gold into Platinum
76-100: Platinum into Mithril
41-50: Pool of Visions: The character gains the knowledge of, and temporary use of the spell Vision, usable 3/day, but must be used within 24 hours.
51-60: Pool of Animal Sentience: The character gains the knowledge and temporary use of the spell *Awaken* and may cast it on any animal desired, that is also in the magical pool. The character has 1 hour to use the *Awaken* spell on a selected animal.
61-70: Pool of Happy Fortune: Ability gain; the character is blessed by the hand of fate! The character gains 2 points in a randomly determined ability; roll a d6 to determine which ability gains the benefit. This occurs immediately, and is a permanent effect.
71-80: Pool of Dread Misfortune: Ability drain; the character is blasted by the cruel hand of fate! The character loses 2 points from a randomly determined ability; roll a d6 to determine which ability suffers the loss. This occurs immediately, and is permanent effect.
81-85: Pool of Chaos: The character gains 1d3 Chaos Mutations.
86-90: Pool of Youth: The character Retains their present memories, knowledge, skills, etc, but changes in outward appearance, and in comprehensive physical and mental condition, subject to any specific ability modifiers of the particular age. The character gains youthfulness, and their current age is reduced by 1d3 Age Categories. (Venerable, Old, Middle Age, Adulthood); The character's age is set within 1d6 years of the minimum required for the age category.
91-92: Pool of the Strange Beast: The character gains the Quadruped Template.
93-94: Pool of Mystery:
The character gains some kind of Mystical Blessing;
01-25: Holy Blessing: In a flash of bright, holy light and shimmering, radiant flames, the character is blessed by Righteous and Holy Gods with the Holy Template.
26-50: Elemental Blessing: The character is engulfed by a strange, swirling column of elemental power--either earth, water, fog and mist, or fire, and blessed by the Great Elemental Powers with the Elemental-Infusion Template.
51-75: Psychic Empowerment: The character is enshrouded in dense, swirling, blue, silver and white fog and blessed by some strange twist of fate and fortune, and gains the Psychic Template.
76-100: Unholy Blessing: In a flash of terrible darkness, and shifting purple flames, the character is blessed by the Dark Gods with the Unholy Template.
95-96: Pool of Rainbows: The character gains the Prismatic Template.
97-98: Pool of Hunger: The character gains the Ravenous Creature Template. This template brings with it a gradual alignment shift over the next four weeks, as the character begins to embrace the new, savage desires to eat and devour members of their own race.
99-100: Pool of Wishes: The character is blessed by fate, and gains the use and granting of 3wishes, as the spell. These wishes must be used within 1 hour.
Monday, December 28, 2009
Temple Theology, Encounters and Events
Greetings!
Temples can often use some tables to help a DM to handle encounters and mood setting for a series of encounters at a temple, and quickly have some ideas for characters and what's going on while player characters are visiting a particular temple. There are some questions to think about and some atmosphere to consider as the DM sets about sketching out a Temple Profile.
What is the temple's general philosophy and dominant theological stance? These things can be of primary importance in a campaign when determining how priests, priestesses, other clergy and staff respond to others--not merely of different religions--but even of the same religion, but with differing views philosophically and theologically. They can determine--or significantly influence many aspects of the economy, politics, social and religious life, as well as diplomatic relations, and even foreign relations and warfare.
Historically, religions are generally very conservative, and fully support the status quo. Most religions, if not immediately at their founding and development, soon grow to become closely linked and interwoven with whatever the ruling government is to maintain its own protection, power, wealth and status, as well as influences over the entire population. Most religions are relatively slow to change philosophies, theology, and social and governing structure. Most are quite hostile to those seeking change, as well as radical ideas and new ways of theological interpretation. Most religions gladly embrace and cherish various traditions and rituals that have specific patterns, directions, styles and forms that have been in place for generations, even centuries. Having said that, throughout history, in whatever region, there have always been various religious believers that have not embraced the whole official dogma, and have insisted on doing things their own way, with their own particular interpretation, forms, and style.
Temple Philosophy and Theological Stance
01-25%: Temple is Staunchly Conservative, Strict Theology
26-35%: Temple is Staunchly Moderate, Flexible Theology
36-45%: Temple is Staunchly Liberal, Open Theology
46-70%: Temple is Generally Conservative, Strict Theology
71-80%: Temple is Generally Moderate, Flexible Theology
81-90%: Temple is Generally Liberal, Open Theology
91-95%: Temple Officially Embraces Position; though secretly embraces heresy.
96-00%: Temple Openly Embraces Heresy
Temple Events and Encounters
01-05% Routine Religious Services
06-10% Preparing Religious Services
11-15% Prayer and Meditation
16-20% Physical Labor and Training
21-25% Outreach and Charity Work
26-30% Social Services Work
31-35% Philosophical/Theological Debate
36-40% Sponsor New Artist/Artistic Project
41-45% Sponsor New Craftsman/Building Project
46-50% Experience Academic/Research Discovery
51-55% Welcome Arriving Religious Dignitary
56-60% Conduct Religious Court Inquiry/Trial
61-65% Experience Divine Blessing
66-70% Experience Spiritual/Magical Disaster
71-75% Experience Criminal Event
76-80% Time of Great Awakening
81-85% Special Seasonal Preparations
86-90% Special Seasonal Celebration
91-95% Great Caravan of Pilgrims Arrive
96-00% Divine Creature/Divine Event
Stay tuned to this article, as I plan on expanding this article tomorrow and providing more details and discussion.
Semper Fidelis,
SHARK
Temples can often use some tables to help a DM to handle encounters and mood setting for a series of encounters at a temple, and quickly have some ideas for characters and what's going on while player characters are visiting a particular temple. There are some questions to think about and some atmosphere to consider as the DM sets about sketching out a Temple Profile.
What is the temple's general philosophy and dominant theological stance? These things can be of primary importance in a campaign when determining how priests, priestesses, other clergy and staff respond to others--not merely of different religions--but even of the same religion, but with differing views philosophically and theologically. They can determine--or significantly influence many aspects of the economy, politics, social and religious life, as well as diplomatic relations, and even foreign relations and warfare.
Historically, religions are generally very conservative, and fully support the status quo. Most religions, if not immediately at their founding and development, soon grow to become closely linked and interwoven with whatever the ruling government is to maintain its own protection, power, wealth and status, as well as influences over the entire population. Most religions are relatively slow to change philosophies, theology, and social and governing structure. Most are quite hostile to those seeking change, as well as radical ideas and new ways of theological interpretation. Most religions gladly embrace and cherish various traditions and rituals that have specific patterns, directions, styles and forms that have been in place for generations, even centuries. Having said that, throughout history, in whatever region, there have always been various religious believers that have not embraced the whole official dogma, and have insisted on doing things their own way, with their own particular interpretation, forms, and style.
Temple Philosophy and Theological Stance
01-25%: Temple is Staunchly Conservative, Strict Theology
26-35%: Temple is Staunchly Moderate, Flexible Theology
36-45%: Temple is Staunchly Liberal, Open Theology
46-70%: Temple is Generally Conservative, Strict Theology
71-80%: Temple is Generally Moderate, Flexible Theology
81-90%: Temple is Generally Liberal, Open Theology
91-95%: Temple Officially Embraces Position; though secretly embraces heresy.
96-00%: Temple Openly Embraces Heresy
Temple Events and Encounters
01-05% Routine Religious Services
06-10% Preparing Religious Services
11-15% Prayer and Meditation
16-20% Physical Labor and Training
21-25% Outreach and Charity Work
26-30% Social Services Work
31-35% Philosophical/Theological Debate
36-40% Sponsor New Artist/Artistic Project
41-45% Sponsor New Craftsman/Building Project
46-50% Experience Academic/Research Discovery
51-55% Welcome Arriving Religious Dignitary
56-60% Conduct Religious Court Inquiry/Trial
61-65% Experience Divine Blessing
66-70% Experience Spiritual/Magical Disaster
71-75% Experience Criminal Event
76-80% Time of Great Awakening
81-85% Special Seasonal Preparations
86-90% Special Seasonal Celebration
91-95% Great Caravan of Pilgrims Arrive
96-00% Divine Creature/Divine Event
Stay tuned to this article, as I plan on expanding this article tomorrow and providing more details and discussion.
Semper Fidelis,
SHARK
Sunday, December 27, 2009
Seven Principles of Dynamic Temples
Greetings!
Temples are very important in most any campaign. However, their importance and significance is often overlooked by DM's and players alike. Oftentimes in many campaigns, temples seem to fall into merely a routine, bland *Healing Station*--where the players routinely go when they need to be healed or cured of some ailment; they pay whatever gold they need to pay, smile and thank the generic robed and smiling priest or priestess--and they move on. The silhouette of the temple fades quickly into the background as the player characters mount up and ride off.
I suppose that's ok, at least sometimes. I admit--there have been times where I have caught myself seeing the party treat temples like that in my own campaigns, and I have moved through the routine exchange with hardly a blink. *I* have sometimes fallen back on treating temples as such generic, bland little boxes that it hardly seems surprising that player characters would do the same thing.
However--I have also made efforts to make temples something more, something dynamic and interesting in the campaign. In my best efforts, I am happy to say that the temples have transformed the local campaign milieu in many interesting, and dynamic ways; not just for the player characters--as important as they are--but also in important and interesting ways for various NPC's to interact with, which in turn makes them more dynamic and interesting, through leading and experiencing more richer lives, through experience of the temple. That, in turn, has a ripple-effect on the player characters, as they become involved with characters involved or inspired by the dynamic temple, and the player characters see the temple as something more interesting, intriguing, and enjoyable than they previously imagined.
That's where the best payoff is, as the DM. The dynamic temple takes on a sort of life of its own, and has interesting, and ongoing effects and importance to everyone around it--whether they are player characters, or NPC's.
In history, the ancient Greek Temple at Delphi--was very important to the entire Mediterranean World. The Temple of Delphi had the famous Oracle of Delphi, where people from around the world came to consult. They of course had to make a long, difficult pilgrimage, and had to pay the priests as Delphi to consult the Oracle there. Once payment was made, the Oracle would speak to them on the matter they consulted her with. Kings, generals, merchants, common people--people from all and every walk of life came to consult the Oracle at Delphi.
Famous Greek temples along the Anatolian coast were famous, and wealthy, for entire *centuries*. Various Pagan temples throughout the Mediterranean World provided gloriously many wondrous benefits and gifts to multitudes of people, also for centuries--What caused this great fame? I thought about my knowledge of the ancient and medieval worlds, and wrote a few things down as I thought about temples in the campaign. Why were pagan temples in Antiquity so dynamic? Occasionally, some monasteries during the Middle Ages also created some sense of dynamism, though not nearly on the same scale as the pagan temples had during the ages of Antiquity. I came up with seven main principles, as noted below, for what made temples in the ancient world so dynamic;
Seven Principles of Dynamic Temples
(1) Majestic Architecture and Beautiful Art: The beauty and majesty of their architecture and art was stunning, even in ancient times, and it was always a place to see, and be seen. People from all over took great pride in their people's skill and devotion, as well as the divine blessing and inspiration to the artists and craftsmen to make such a majestic temple to begin with. Some techniques were pioneered in the creation and inspiration for just *one* such great temple. Hundreds--even thousands--of highly talented craftsmen, smiths, sculptors, artists, engineers, architects--all worked together for *years*--sometimes even *decades* to create just one, unique, majestic, special temple in honor of some particular god or goddess. Indeed, in several different unique temples, whole breakthroughs in engineering, architecture and artistic styles were made because of the work done in the process of solving engineering, architectural, and artistic problems and challenges during the particular project to make the temple a reality.
(2) Wisdom and Skills: The wisdom and skills that the priests and priestesses possessed served the local communities well--in addition to traveling visitors and pilgrims from distant, foreign lands. The priests and priestesses were often talented as oracles, advisors, counselors, physicians, exorcists, alchemists, mathematicians, scholars, philosophers, midwives--among many other important skills, and functions.
(3) Social, Academic, Artistic Sponsorship: Temples in the ancient and medieval world also acted as sources of help for people in need--whether they were starving and needed medical attention, or counseling, social help, solving disputes, etc, the priests and priestesses often provided a large range of social and economic help along these lines. Temples often sponsored particular scholars, lawyers, inventors, craftsmen, or artists, with both resources to work on and compete projects, but also social and educational sponsorship, sending them and paying for them to receive additional academic and professional training.
(4) Special Mystical Properties: Some temples in the ancient world--as well as the medieval world--were also famous for having trees, pools, waters, etc. that were mystically important. They were more than mystically important, however, for they were also practically important, in that it was believed that such locations and resources increased healing, aided people in all kinds of soothing pleasure and help from ailments, as well as providing blessings in social relationships, finding true love, visions, allowing their children to be successfully born and to survive, foretelling the future, and so on.
(5) Spiritual Relationship: The importance of the spiritual relationship between the individual person, the family, the society, and the gods was relatively meaningful and always significant to the majority of people within the society. Prayer and mediation, sacrifice, various rituals, and having priests and priestesses cast various spells to help people were always important and meaningful to most people throughout society.
(6) Providing Space and Freedom: The ancient Pagan temples of Greece and the Mediterranean World, especially famous with temples in Alexandria, Egypt, as well as around the Mediterranean, were famous for providing space and freedom--space to live without being judged, or forced to conform; and freedom to think, feel, and be different--to imagine anything and everything in different ways. These temples often served as focus points and clearing houses of freedom and ideas, as scholars, philosophers, and thinkers from all walks of life, from different religions and philosophies and races all came and gathered together to live, and discuss, and think, and be. Much of this kind of open-mindedness, tolerance and respect would be lost for over a thousand years with the rise and dominance of Christianity.
(7) Professional Sponsorship: Many temples in the ancient and medieval worlds also sponsored specialist craftsmen, and markets, selling religious and ritual items, as well as working on products not only for the sale and use of the temple itself, but also to visiting worshippers and traveling merchants. There were some ritual items that could only be found by visiting certain merchants that worked from shops within the walls or compound of an ancient temple or medieval monastery. Certain specialized artists and craftsmen lived and worked from workshops within the temple or monastery, and people would travel for days, sometimes weeks or even months, to reach such a temple or monastery that had such specialist craftsmen and merchants.
Thusly inspired, I embraced some new ideas--from the ancient world--to make my own temples in the campaign more interesting, dynamic, and important--to both player characters, and NPC's alike.
Semper Fidelis,
SHARK
Temples are very important in most any campaign. However, their importance and significance is often overlooked by DM's and players alike. Oftentimes in many campaigns, temples seem to fall into merely a routine, bland *Healing Station*--where the players routinely go when they need to be healed or cured of some ailment; they pay whatever gold they need to pay, smile and thank the generic robed and smiling priest or priestess--and they move on. The silhouette of the temple fades quickly into the background as the player characters mount up and ride off.
I suppose that's ok, at least sometimes. I admit--there have been times where I have caught myself seeing the party treat temples like that in my own campaigns, and I have moved through the routine exchange with hardly a blink. *I* have sometimes fallen back on treating temples as such generic, bland little boxes that it hardly seems surprising that player characters would do the same thing.
However--I have also made efforts to make temples something more, something dynamic and interesting in the campaign. In my best efforts, I am happy to say that the temples have transformed the local campaign milieu in many interesting, and dynamic ways; not just for the player characters--as important as they are--but also in important and interesting ways for various NPC's to interact with, which in turn makes them more dynamic and interesting, through leading and experiencing more richer lives, through experience of the temple. That, in turn, has a ripple-effect on the player characters, as they become involved with characters involved or inspired by the dynamic temple, and the player characters see the temple as something more interesting, intriguing, and enjoyable than they previously imagined.
That's where the best payoff is, as the DM. The dynamic temple takes on a sort of life of its own, and has interesting, and ongoing effects and importance to everyone around it--whether they are player characters, or NPC's.
In history, the ancient Greek Temple at Delphi--was very important to the entire Mediterranean World. The Temple of Delphi had the famous Oracle of Delphi, where people from around the world came to consult. They of course had to make a long, difficult pilgrimage, and had to pay the priests as Delphi to consult the Oracle there. Once payment was made, the Oracle would speak to them on the matter they consulted her with. Kings, generals, merchants, common people--people from all and every walk of life came to consult the Oracle at Delphi.
Famous Greek temples along the Anatolian coast were famous, and wealthy, for entire *centuries*. Various Pagan temples throughout the Mediterranean World provided gloriously many wondrous benefits and gifts to multitudes of people, also for centuries--What caused this great fame? I thought about my knowledge of the ancient and medieval worlds, and wrote a few things down as I thought about temples in the campaign. Why were pagan temples in Antiquity so dynamic? Occasionally, some monasteries during the Middle Ages also created some sense of dynamism, though not nearly on the same scale as the pagan temples had during the ages of Antiquity. I came up with seven main principles, as noted below, for what made temples in the ancient world so dynamic;
Seven Principles of Dynamic Temples
(1) Majestic Architecture and Beautiful Art: The beauty and majesty of their architecture and art was stunning, even in ancient times, and it was always a place to see, and be seen. People from all over took great pride in their people's skill and devotion, as well as the divine blessing and inspiration to the artists and craftsmen to make such a majestic temple to begin with. Some techniques were pioneered in the creation and inspiration for just *one* such great temple. Hundreds--even thousands--of highly talented craftsmen, smiths, sculptors, artists, engineers, architects--all worked together for *years*--sometimes even *decades* to create just one, unique, majestic, special temple in honor of some particular god or goddess. Indeed, in several different unique temples, whole breakthroughs in engineering, architecture and artistic styles were made because of the work done in the process of solving engineering, architectural, and artistic problems and challenges during the particular project to make the temple a reality.
(2) Wisdom and Skills: The wisdom and skills that the priests and priestesses possessed served the local communities well--in addition to traveling visitors and pilgrims from distant, foreign lands. The priests and priestesses were often talented as oracles, advisors, counselors, physicians, exorcists, alchemists, mathematicians, scholars, philosophers, midwives--among many other important skills, and functions.
(3) Social, Academic, Artistic Sponsorship: Temples in the ancient and medieval world also acted as sources of help for people in need--whether they were starving and needed medical attention, or counseling, social help, solving disputes, etc, the priests and priestesses often provided a large range of social and economic help along these lines. Temples often sponsored particular scholars, lawyers, inventors, craftsmen, or artists, with both resources to work on and compete projects, but also social and educational sponsorship, sending them and paying for them to receive additional academic and professional training.
(4) Special Mystical Properties: Some temples in the ancient world--as well as the medieval world--were also famous for having trees, pools, waters, etc. that were mystically important. They were more than mystically important, however, for they were also practically important, in that it was believed that such locations and resources increased healing, aided people in all kinds of soothing pleasure and help from ailments, as well as providing blessings in social relationships, finding true love, visions, allowing their children to be successfully born and to survive, foretelling the future, and so on.
(5) Spiritual Relationship: The importance of the spiritual relationship between the individual person, the family, the society, and the gods was relatively meaningful and always significant to the majority of people within the society. Prayer and mediation, sacrifice, various rituals, and having priests and priestesses cast various spells to help people were always important and meaningful to most people throughout society.
(6) Providing Space and Freedom: The ancient Pagan temples of Greece and the Mediterranean World, especially famous with temples in Alexandria, Egypt, as well as around the Mediterranean, were famous for providing space and freedom--space to live without being judged, or forced to conform; and freedom to think, feel, and be different--to imagine anything and everything in different ways. These temples often served as focus points and clearing houses of freedom and ideas, as scholars, philosophers, and thinkers from all walks of life, from different religions and philosophies and races all came and gathered together to live, and discuss, and think, and be. Much of this kind of open-mindedness, tolerance and respect would be lost for over a thousand years with the rise and dominance of Christianity.
(7) Professional Sponsorship: Many temples in the ancient and medieval worlds also sponsored specialist craftsmen, and markets, selling religious and ritual items, as well as working on products not only for the sale and use of the temple itself, but also to visiting worshippers and traveling merchants. There were some ritual items that could only be found by visiting certain merchants that worked from shops within the walls or compound of an ancient temple or medieval monastery. Certain specialized artists and craftsmen lived and worked from workshops within the temple or monastery, and people would travel for days, sometimes weeks or even months, to reach such a temple or monastery that had such specialist craftsmen and merchants.
Thusly inspired, I embraced some new ideas--from the ancient world--to make my own temples in the campaign more interesting, dynamic, and important--to both player characters, and NPC's alike.
Semper Fidelis,
SHARK
Saturday, December 26, 2009
Magical Applications to the Campaign Milieu
Greetings!
I often work on aspects of magical applications to my own campaign milieu. Some people complain that magic isn't "mysterious" when it is treated like a science and so on, like magic is merely some kind of technology. Well, the old saying any technology can seem mysterious enough to seem like magic notwithstanding, I tend to think it is all in how it is presented in the campaign.
Certainly, if one wants all magic to seem like some great, wondrous enigmatic mystery of using mysterious, unknown forces and dealing with unfathomable entities or creatures, then it seems to me that an essential condition is to make wizards and magic-using classes extremely rare. That essentially means that in a practical sense, even player characters cannot choose to be wizards or clerics, or other magic-spell-using classes. They would have to roll randomly, with that chance being very remote and unusual as it is, and to also proceed to make the occurrence of any NPC spell-casters as similarly extremely rare and unusual.
Otherwise, if a more or less standard class availability model is embraced, then having spell-casters and their magic will be generally pervasive, and common. This, then, not only affects the player characters, but also the larger society within the campaign milieu.
That means that logically speaking, individuals and society in general will make extensive use of magic, and of spell-casting characters. That's just the way it is, and I find it to be somewhat difficult and problematic to see how some other result can be obtained if one is embracing the standard assumption.
That being said, then, what does magic embraced through all levels of society within the campaign milieu look like? How might the availability and subsequent knowledge, control, and predictability of magic affect the society at large?
Many of the often-cherished "Campaign Assumptions" embraced by the rulebooks and seen as the typical, default Dark Ages/Medieval European environment go right out the window if the same, contradictory magical assumptions from the books are subsequently embraced.
Consider the pervasive, powerful and dramatic effects that magic would reasonably have upon the typical medieval milieu:
Life and Death: Health, Longevity and Lifespan
The existence and development of Clerical and Druidic magic has a profound impact on all levels of society. Many campaigns play out in essence like they are "original bubbles"--that is, all of the magical assumptions and development are used in such a way as to seem like nothing has come before it. Just add water, voila!--the player characters enter into a world that remains remarkably static and seemingly unaware and unchanging of any knowledge of magic in previous generations--whether such campaign societies have been in existence for years--dozens of years, centuries, even thousands of years--the present age shows little evidence that anyone in the past actually thought about using and applying magic in different and sweeping ways that would forever change all of society.
All levels of society would benefit from Clerical and Druidic Magic. Wounds, illnesses, diseases, and ailments--even many aspects of aging--would be dramatically different, and would be greatly enhanced and improved in many, many ways. Such dramatic improvements in healing, health, and lifespan may at first only apply and be available to the wealthy and powerful--but eventually, such benefits would logically and inexorably filter down to nearly everyone. Perhaps only the very lowest echelons of society, and the otherwise classes of people deemed unworthy, worthless, or "untouchable" would suffer the main assumptions of a harsh, medieval existence.
Everyone else, however, would likely enjoy greatly enhanced lives of strength, vigor, health and happiness--as well as longer life spans, and thus more "time" in which to think, live, work, and accomplish things. These effects would also have a significant impact on societal views concerning "Age" and capability, health, expectations, as well as marriage patterns, career and work patterns, and the size of families. This in turn would have an enormous impact on the scale of population and demographics. The populations would be enormous, and constantly growing.
Imagine most such societies where the majority of the population does not have to fear most illnesses and diseases. They may live to easily 100 years or more, and much of that time would be in robust, vibrant health. The vast majority of common injuries, illnesses, and calamities that ordinary people endured during the Middle Ages would simply not exist. In many ways, such a society would more closely resemble the most affluent and modern societies of the present day, with some aspects being even more advanced and superior.
Labor and Manufacturing: Craftsmanship, Work and Technology
The existence and availability of LIGHT alone would dramatically affect society. Light alone. Think about what the impact of advanced availability of oil lamps and eventually electricity had on our own society; the availability of mass and personal light sources would dramatically change work patterns, manufacturing, and commerce. This, in turn, would affect ambition, wealth, and social mobility.
Businesses would operate with greatly extended hours--no longer hampered by restrictions of available sunlight. Such businesses would be available for work and commerce through the evening hours--and even 24-hour schedules of manufacturing and commerce would easily be attainable.
Magical applications would greatly improve the quality, durability, and performance of all kinds of tools, equipment, and machines, as well as manufacturing processes and techniques.
Agriculture, Animals and Food: Food, Drink, and Society
The existence and use of magic to improve soil quality, crop yields, durability, as well as the health and prosperity of all kinds of animals--from herd beasts to chickens, pigs, horses, and more--would expand the supply and quality of food to unprecedented levels. This dynamic in turn would also feed into the loop of extended health and lifespan, as well as population, as discussed earlier.
The existence of reliable food sources would also expand the development of various cuisines, as well as the storage, flavour, transport, and "shelf-life" of many kinds of food. This would increase the population's standard of living across the board, as well as increasing and enhancing commercial possibilities in kinds of businesses, eating patterns and habits, drinks, as well as transport, storage, supply, and marketing of foods and drinks in different ways to all levels of society, on a year-round basis, regardless of seasonal considerations or other degrees of natural availability.
Justice, Crime and Punishment: Laws, Courts, and Judgment
The society's justice system would be extensively impacted by magic. From the multitude of surveillance and detection spells, as well as spells dealing with binding, imprisonment, telepathy, and so on, would make determining guilt and innocence much more efficient and predictable. Various courts would understandably be developed dealing with how magic spells are used, when, where, on who, by whom, and in what circumstances. All of that would no doubt be quite complex--suffice to say, the development of a powerful Lawyer's Guild would be thoroughly present in any sizeable town or city. Such Barristers familiar with all manner of magical legal stipulations and codes would be essential, and pervasive. Execution may still remain a preferred aspect of justice--but also, viable, efficient and effective prisons enhanced by magic could also be developed for the purposes of extended imprisonment for those deemed worthy of life.
Wealth of Nations: Trade, Commerce and Society
Building on the previous commentary, a magical society would likely develop an enhanced and sophisticated economy--based either on coins or paper; either is serviceable and readily useful, though the availability and use of paper may otherwise be seen as an exotic possibility, or simply not realized. Still, either way, the economy will be advanced, complex, and sophisticated, with fully-functioning mints and coinage operations in place, and so on.
Banking concepts would likely be developed thoroughly, at least in some societies to a good degree. Insurance policies, investment policies and wealth management would develop as well. The creation, supply and maintenance of increased potentials of wealth and opportunities would soon encourage all of these kinds of developments, and lead to their implementation, at least to some degree.
Long range transportation, "Ice Wagons", freezer chambers, and so on within private homes, as well as businesses would not only enhance food production, supply and commerce, but also the development and trade of ever-burning campfires, cooking pots, cauldrons, ovens and stoves, would enhance food preparation and cuisine immeasurably, and in many significant and interesting ways.
The availability and variety of different kinds of restaurants, businesses, and so on would expand, as well as different kinds of construction materials, warehousing, storage, modes and speed of transportation, security of goods--not to mention improvements in sewers and waste disposal and management, development of "Greenhouses" and markets providing all manner of seasonal, fresh vegetables and fruits, as well as preserved meats, cheeses, milk, beers and other beverages, all of which would enhance not only every aspect of the market, but also expand numerous kinds of careers and professions, and enhanced wealth-creation opportunities and a richer, more diverse system of commerce.
Politics and War: Armies, Warfare and Espionage
Magic in warfare would change things significantly--with lots of magical effects acting as a kind of exotic artillery--while at the same time, many forms would likely remain the same, such as the need for infantry, cavalry, and specialized artillery units. After all, even with magic, there are still no combustible engines, armoured vehicles, flying machines, steel ships, submarines, machine-guns or other exotic, automatic weaponry or advanced explosive artillery or mass-produced firearms.
Certainly, the classical debates of magical offense and magical defenses can over time, act as counter-weights to each other. Regardless, however, warfare in a magical environment would still feature at least some modern-seeming, dynamic elements of especially hard-hitting and devastating forces of wizards, Special Forces, trained monsters, magically-enhanced cavalry forces, artillery, and so on. Such magically-enhanced military operations would be orders of magnitude above the typical pace of medieval warfare, and wars would have dynamic elements to them making range, speed, and concentrated power quite lethal, and serve as a constant aspect of battlefield awareness, tactics, and grand strategy.
Fashion and Art: Entertainment, Arts and Society
The influence and impact of the arts and entertainment is often overlooked in general--and often entirely so by assumptions presented in typical game books. However, the impact and influence of magically-enhanced entertainment upon all levels of society and culture in such a magical environment would be dramatic.
Think of the impact and influence of motion pictures--of movies and film upon society, and on how society shapes its values, assumptions, and expectations. Think of advertising, and marketing. These concepts, even though often essentially dependent upon modern aspects of technology, would certainly have aspects of them that would be developed and enhanced in a magical environment.
Nightclubs, dance clubs, bars, and so on with magically-enhanced music, constant and controllable lighting, various specialized mood and environment effects, and so on--as well as more formal theater productions and performances would have an interesting and provocative impact on all levels of society. The development and marketing of different kinds of sports and athletics--available both day and night--would likely be developed as forms of professional entertainment. Imagine the gladiatorial arenas, with magical lighting, special effects and so on, provided in great arenas and even magically recorded and made available on magical tapestries, scrolls, and so on to other, smaller communities and venues. Then imagine the commerce created by professional businesses and businessmen designed to provide, supply, and market such entertainment to the masses?
Imagine the effects of magic upon such institutional elements as libraries, bookstores, antique and curio shops, as well as zoos, animal parks, aquariums, and general parks available to the public--with both daytime and nighttime hours of operation, and all of the potential magical effects?
The entertainment value of shopping malls would also be present and significant--even without magic, in ancient times, for example, the Roman Emperor, Hadrian, established Hadrian's Market--now recognized as the world's first shopping mall. This wondrous place had some open-air elements, as well as enclosed businesses; it was seven stories tall, and covered hundreds and hundreds of acres, and could accommodate upwards of over 10,000 people at once, visiting, and going about business and hanging out. There were businesses and shops offering goods from all over the Roman Empire, as well as beautiful and vast bathhouses, restaurants, massage parlors, snack shops, smoking dens, philosophy clubs, lounges, and so on--all were available at Hadrian's Market. Hadrian's Market existed over 1800 years ago--and without magic.
Cultures in Transition: Society and Culture in a Magical Environment
Considering all of the commentary previously, the effects of magic on society would be profound, and sweeping. Of course, such a vision opens up whole new opportunities for stories and interesting, dynamic campaigns!
Semper Fidelis,
SHARK
I often work on aspects of magical applications to my own campaign milieu. Some people complain that magic isn't "mysterious" when it is treated like a science and so on, like magic is merely some kind of technology. Well, the old saying any technology can seem mysterious enough to seem like magic notwithstanding, I tend to think it is all in how it is presented in the campaign.
Certainly, if one wants all magic to seem like some great, wondrous enigmatic mystery of using mysterious, unknown forces and dealing with unfathomable entities or creatures, then it seems to me that an essential condition is to make wizards and magic-using classes extremely rare. That essentially means that in a practical sense, even player characters cannot choose to be wizards or clerics, or other magic-spell-using classes. They would have to roll randomly, with that chance being very remote and unusual as it is, and to also proceed to make the occurrence of any NPC spell-casters as similarly extremely rare and unusual.
Otherwise, if a more or less standard class availability model is embraced, then having spell-casters and their magic will be generally pervasive, and common. This, then, not only affects the player characters, but also the larger society within the campaign milieu.
That means that logically speaking, individuals and society in general will make extensive use of magic, and of spell-casting characters. That's just the way it is, and I find it to be somewhat difficult and problematic to see how some other result can be obtained if one is embracing the standard assumption.
That being said, then, what does magic embraced through all levels of society within the campaign milieu look like? How might the availability and subsequent knowledge, control, and predictability of magic affect the society at large?
Many of the often-cherished "Campaign Assumptions" embraced by the rulebooks and seen as the typical, default Dark Ages/Medieval European environment go right out the window if the same, contradictory magical assumptions from the books are subsequently embraced.
Consider the pervasive, powerful and dramatic effects that magic would reasonably have upon the typical medieval milieu:
Life and Death: Health, Longevity and Lifespan
The existence and development of Clerical and Druidic magic has a profound impact on all levels of society. Many campaigns play out in essence like they are "original bubbles"--that is, all of the magical assumptions and development are used in such a way as to seem like nothing has come before it. Just add water, voila!--the player characters enter into a world that remains remarkably static and seemingly unaware and unchanging of any knowledge of magic in previous generations--whether such campaign societies have been in existence for years--dozens of years, centuries, even thousands of years--the present age shows little evidence that anyone in the past actually thought about using and applying magic in different and sweeping ways that would forever change all of society.
All levels of society would benefit from Clerical and Druidic Magic. Wounds, illnesses, diseases, and ailments--even many aspects of aging--would be dramatically different, and would be greatly enhanced and improved in many, many ways. Such dramatic improvements in healing, health, and lifespan may at first only apply and be available to the wealthy and powerful--but eventually, such benefits would logically and inexorably filter down to nearly everyone. Perhaps only the very lowest echelons of society, and the otherwise classes of people deemed unworthy, worthless, or "untouchable" would suffer the main assumptions of a harsh, medieval existence.
Everyone else, however, would likely enjoy greatly enhanced lives of strength, vigor, health and happiness--as well as longer life spans, and thus more "time" in which to think, live, work, and accomplish things. These effects would also have a significant impact on societal views concerning "Age" and capability, health, expectations, as well as marriage patterns, career and work patterns, and the size of families. This in turn would have an enormous impact on the scale of population and demographics. The populations would be enormous, and constantly growing.
Imagine most such societies where the majority of the population does not have to fear most illnesses and diseases. They may live to easily 100 years or more, and much of that time would be in robust, vibrant health. The vast majority of common injuries, illnesses, and calamities that ordinary people endured during the Middle Ages would simply not exist. In many ways, such a society would more closely resemble the most affluent and modern societies of the present day, with some aspects being even more advanced and superior.
Labor and Manufacturing: Craftsmanship, Work and Technology
The existence and availability of LIGHT alone would dramatically affect society. Light alone. Think about what the impact of advanced availability of oil lamps and eventually electricity had on our own society; the availability of mass and personal light sources would dramatically change work patterns, manufacturing, and commerce. This, in turn, would affect ambition, wealth, and social mobility.
Businesses would operate with greatly extended hours--no longer hampered by restrictions of available sunlight. Such businesses would be available for work and commerce through the evening hours--and even 24-hour schedules of manufacturing and commerce would easily be attainable.
Magical applications would greatly improve the quality, durability, and performance of all kinds of tools, equipment, and machines, as well as manufacturing processes and techniques.
Agriculture, Animals and Food: Food, Drink, and Society
The existence and use of magic to improve soil quality, crop yields, durability, as well as the health and prosperity of all kinds of animals--from herd beasts to chickens, pigs, horses, and more--would expand the supply and quality of food to unprecedented levels. This dynamic in turn would also feed into the loop of extended health and lifespan, as well as population, as discussed earlier.
The existence of reliable food sources would also expand the development of various cuisines, as well as the storage, flavour, transport, and "shelf-life" of many kinds of food. This would increase the population's standard of living across the board, as well as increasing and enhancing commercial possibilities in kinds of businesses, eating patterns and habits, drinks, as well as transport, storage, supply, and marketing of foods and drinks in different ways to all levels of society, on a year-round basis, regardless of seasonal considerations or other degrees of natural availability.
Justice, Crime and Punishment: Laws, Courts, and Judgment
The society's justice system would be extensively impacted by magic. From the multitude of surveillance and detection spells, as well as spells dealing with binding, imprisonment, telepathy, and so on, would make determining guilt and innocence much more efficient and predictable. Various courts would understandably be developed dealing with how magic spells are used, when, where, on who, by whom, and in what circumstances. All of that would no doubt be quite complex--suffice to say, the development of a powerful Lawyer's Guild would be thoroughly present in any sizeable town or city. Such Barristers familiar with all manner of magical legal stipulations and codes would be essential, and pervasive. Execution may still remain a preferred aspect of justice--but also, viable, efficient and effective prisons enhanced by magic could also be developed for the purposes of extended imprisonment for those deemed worthy of life.
Wealth of Nations: Trade, Commerce and Society
Building on the previous commentary, a magical society would likely develop an enhanced and sophisticated economy--based either on coins or paper; either is serviceable and readily useful, though the availability and use of paper may otherwise be seen as an exotic possibility, or simply not realized. Still, either way, the economy will be advanced, complex, and sophisticated, with fully-functioning mints and coinage operations in place, and so on.
Banking concepts would likely be developed thoroughly, at least in some societies to a good degree. Insurance policies, investment policies and wealth management would develop as well. The creation, supply and maintenance of increased potentials of wealth and opportunities would soon encourage all of these kinds of developments, and lead to their implementation, at least to some degree.
Long range transportation, "Ice Wagons", freezer chambers, and so on within private homes, as well as businesses would not only enhance food production, supply and commerce, but also the development and trade of ever-burning campfires, cooking pots, cauldrons, ovens and stoves, would enhance food preparation and cuisine immeasurably, and in many significant and interesting ways.
The availability and variety of different kinds of restaurants, businesses, and so on would expand, as well as different kinds of construction materials, warehousing, storage, modes and speed of transportation, security of goods--not to mention improvements in sewers and waste disposal and management, development of "Greenhouses" and markets providing all manner of seasonal, fresh vegetables and fruits, as well as preserved meats, cheeses, milk, beers and other beverages, all of which would enhance not only every aspect of the market, but also expand numerous kinds of careers and professions, and enhanced wealth-creation opportunities and a richer, more diverse system of commerce.
Politics and War: Armies, Warfare and Espionage
Magic in warfare would change things significantly--with lots of magical effects acting as a kind of exotic artillery--while at the same time, many forms would likely remain the same, such as the need for infantry, cavalry, and specialized artillery units. After all, even with magic, there are still no combustible engines, armoured vehicles, flying machines, steel ships, submarines, machine-guns or other exotic, automatic weaponry or advanced explosive artillery or mass-produced firearms.
Certainly, the classical debates of magical offense and magical defenses can over time, act as counter-weights to each other. Regardless, however, warfare in a magical environment would still feature at least some modern-seeming, dynamic elements of especially hard-hitting and devastating forces of wizards, Special Forces, trained monsters, magically-enhanced cavalry forces, artillery, and so on. Such magically-enhanced military operations would be orders of magnitude above the typical pace of medieval warfare, and wars would have dynamic elements to them making range, speed, and concentrated power quite lethal, and serve as a constant aspect of battlefield awareness, tactics, and grand strategy.
Fashion and Art: Entertainment, Arts and Society
The influence and impact of the arts and entertainment is often overlooked in general--and often entirely so by assumptions presented in typical game books. However, the impact and influence of magically-enhanced entertainment upon all levels of society and culture in such a magical environment would be dramatic.
Think of the impact and influence of motion pictures--of movies and film upon society, and on how society shapes its values, assumptions, and expectations. Think of advertising, and marketing. These concepts, even though often essentially dependent upon modern aspects of technology, would certainly have aspects of them that would be developed and enhanced in a magical environment.
Nightclubs, dance clubs, bars, and so on with magically-enhanced music, constant and controllable lighting, various specialized mood and environment effects, and so on--as well as more formal theater productions and performances would have an interesting and provocative impact on all levels of society. The development and marketing of different kinds of sports and athletics--available both day and night--would likely be developed as forms of professional entertainment. Imagine the gladiatorial arenas, with magical lighting, special effects and so on, provided in great arenas and even magically recorded and made available on magical tapestries, scrolls, and so on to other, smaller communities and venues. Then imagine the commerce created by professional businesses and businessmen designed to provide, supply, and market such entertainment to the masses?
Imagine the effects of magic upon such institutional elements as libraries, bookstores, antique and curio shops, as well as zoos, animal parks, aquariums, and general parks available to the public--with both daytime and nighttime hours of operation, and all of the potential magical effects?
The entertainment value of shopping malls would also be present and significant--even without magic, in ancient times, for example, the Roman Emperor, Hadrian, established Hadrian's Market--now recognized as the world's first shopping mall. This wondrous place had some open-air elements, as well as enclosed businesses; it was seven stories tall, and covered hundreds and hundreds of acres, and could accommodate upwards of over 10,000 people at once, visiting, and going about business and hanging out. There were businesses and shops offering goods from all over the Roman Empire, as well as beautiful and vast bathhouses, restaurants, massage parlors, snack shops, smoking dens, philosophy clubs, lounges, and so on--all were available at Hadrian's Market. Hadrian's Market existed over 1800 years ago--and without magic.
Cultures in Transition: Society and Culture in a Magical Environment
Considering all of the commentary previously, the effects of magic on society would be profound, and sweeping. Of course, such a vision opens up whole new opportunities for stories and interesting, dynamic campaigns!
Semper Fidelis,
SHARK
Friday, December 25, 2009
Campaign Assumptions
Greetings!
What kind of "Campaign Assumptions" do you make? Certainly, the rulebooks make some very explicit "Campaign Assumptions". Sometimes, we don't always realize why these particular campaign assumptions exist, or how they developed to begin with. I have some thoughts on this topic, as it relates to history and the game campaign. I'm also interested in your own thoughts and analysis.
Campaign Assumptions
Well, I often think about campaign assumptions in a broad context. First, of course, there are considerations that may affect the whole campaign
world--anywhere, everywhere, at all times and places. Then, there are more local campaign assumptions--say, particular assumptions concerning a
whole region of several kingdoms, areas, or realms--down to merely a single, particular kingdom, area or realm. These considerations can provide a
richer palette from which to build and design a campaign.
I admit--I am a professionally trained historian, specialized in Ancient & Medieval History, with a sub-specialty in Asian History. What this means in a
practical sense concerning the game and designing campaigns, is that I am routinely plagued by my knowledge of the vast scope, accomplishments, and
capabilities of Ancient India, the Ancient Chinese Empire, the Ancient Phoenicians, Babylonians, and Egyptians--as well as the Ancient Greeks and the Roman Empire in particular--but also the Ancient Celts, as well as the Byzantine Empire and the infamous Mongolian Empire of Genghis Khan. That is
to say, all of these sources tend to inform me, and colour and influence my thoughts and thinking about concepts, capabilities, and potentials long before the typical "Middle Ages" environment that the basic rules put forth as a more or less baseline standard set of campaign assumptions.
Indeed--in light of the huge scale of accomplishments and achievements of the ancient peoples of antiquity--I often wondered in amazement at how
pathetically myopic, parochial and primitive most Europeans were during the Dark Ages and the subsequent Early, High and Late Middle Ages.
Generally speaking, most of Europe did not really reach the same levels or surpass the achievements of their own ancestors in knowledge, technology,
standards of living, and so on until well, the Renaissance in most areas--and not until the Age of Enlightenment for some. Thus, it can generally be seen
that it took from 500 AD-1500 AD--essentially the beginning of the Renaissance period--or 1700 AD--the beginnings of the Age of Enlightenment for Europe to achieve or surpass their own ancestors from antiquity. That's generally a period of 1,000 to 1,200 years! Quite startling--and even wondrously disturbing when you think about it.
However, while I was astonished at the primitiveness, parochialism, and myopia of the various European peoples during the Dark Ages, and the subsequent Middle Ages--something as a tonic to the pervasive arrogance of "Modernity" that has since developed after the Age of Enlightenment, whereupon the people of antiquity were hence seen as increasingly dated, primitive, and superstitious by our own lofty state of benighted progress--being confronted with such knowledge merely awakened me to the sheer scale and brilliance of the peoples of Antiquity. It is in that awareness--and also some knowledge of specifics, sometimes even seemingly rather trivial details or minutia--that the accomplishments of the peoples of Antiquity really dawn on you.
As an aside--it's entirely fascinating to realize that in contrast to old paradigms where scholars, experts and related "Intellectuals" once held implacably to the notions that we, in the modern age are far more advanced and superior in every way to our ancestors of Antiquity, and that our ancient forefathers were hopelessly primitive and quaintly superstitious and ignorant--and that knowledge, progress, and technological skill and capabilities are successively progressive and advancing--that many of the arrogant assumptions made by us in the "Modern Age"--that is, generally, from the 19th centuries onward to the present day--are, and have been largely and laughably false, wrong, and sadly hollow, often too cloaked in our own smugness and condescending arrogance of the amazing achievements of our own age to fully realize.
Thankfully--I am happy to admit--that in the last 20 years or so, certainly academically speaking, but also through the growing popularity and availability of such programs as the History Channel, National Geographic, and the Discovery Channel on cable television, as well as increased awareness and consumption of popular books and access of information on the Internet by the general public and academics alike--such arrogant attitudes are waning--and we can see sometimes rapidly, but also sometimes more gradually--that the general awareness and consciousness of the accomplishments of the people of Antiquity has grown immeasurably. In addition, we have increasingly gained a better and more nuanced perception of our own accomplishments in relation to Antiquity, as well as the ways and methods of accomplishing various things in the manner that they were--by way of methods, and to the questions of why, how, when, and where.
Of course, we have also realized that contrary to our own past beliefs and assumptions that such a thing or method was exclusively and singularly developed here in this one place and in order by this one people at a specific time--that there is the reality of such a dynamic as diffused knowledge, and simultaneous or independent development. For example--it used to be commonly accepted that the "Cradle of Civilization" was the Mesopotamian region, of the Sumerians and Babylonians. That particular orthodox belief has been generally disproved by the multitude of evidence, discovery, and analysis, that roughly at the same time period of 5000-2500 BC, there wasn't merely one "Cradle of Civilization" going on at the Tigris/Euphrates River with the Sumerians and Babylonians--but simultaneously, there were similar "Cradles of Civilization" developing in India, along the Ganges River, and in China, along the Yangtze River.
And, intriguingly, each of these "Cradles of Civilization" in their different locations and climates, separated by thousands of miles, inhospitable terrain, and no knowledge-exchange--each was developing much of the same ideas, concepts, skills and technology. They often faced the same problems--but due to various local control factors of climate and resources--often approached solving the problem by way of a different method, but which achieved the same practical result. It's amazing, and totally fascinating stuff!
Well, anyways, back to my main discussion. The ideas of population, resource management and distribution, technological development, and so
on--especially in an environment affected by magic--does not have to be bound by the constraints of the medieval standards often promoted explicitly in the rulebooks. Even without considering the effects of magic, people in such an environment are capable of achieving more--there are particular and
specific reasons why the medieval Europeans for example were dealing with exactly what they had accomplished--and often as not, why they didn't or
were unable to achieve something different from what they did.
In thinking about the campaign assumptions, it is generally helpful and even enjoyable to realize and be aware of precisely what those specific conditions that affected the Medieval Europeans were. In general, such particular conditions can be seen as the following;
The typical "Medieval European Milieu" results from the following conditions:
(1) A Glorious Unifying Empire: A vast, advanced and unified empire at one time ruled nearly everything, and that advanced empire's influence and knowledge was pervasive, even influencing peoples and realms not directly under its rule and control.
(2) Huge Barbarian Invasions: Huge invasions of vast hordes of comparatively primitive barbarians swept in, and over the course of several generations, essentially destroyed the entire foundations of government, society, agriculture, economy, knowledge and technology that the advanced empire had provided.
(3) A Single, Dominant Religion: Previous to the barbarian invasions, during and concurrently with them, as well as after the barbarian invasions, there is a singularly powerful, controlling and dominantly pervasive religion that proceeds to not only destroy all evidence, knowledge, and practices of the earlier, ruling empire--but also actively controls and discourages the rediscovery of such knowledge, and enforces sweeping restrictions and promotes attitudes hostile to exploring and developing new forms of knowledge, technology and practices.
These salient pre-existing conditions are key to understanding why Medieval Europe developed the way it did--and the following ongoing conditions
help to explain why Medieval Europe developed as slowly as it did, and why it did not recover the achievements of Antiquity sooner than it did;
(4) Deep Cultural and Ethnic Divisions: The various barbarian tribes that invaded and conquered the lands of the old glorious empire are from different cultures and ethnicities, are fiercely independent and competitive, and typically hostile with each other and involved with ongoing wars with each other. In addition, they are also divided by different languages.
(5) Periodic, Ongoing Barbarian Invasions: There exist frequent and ongoing barbarian invasions--supplemented by invasions of other foreign forces as well. In Medieval Europe's case, besides constant wars between themselves per se, there were new invasions from different Indo-European tribes from the East; there were of course the Viking invasions from the far north; there were invasions by the forces of Islam; and there were invasions by the Mongols.
(6) Dominant Institutionalized Religious Influence and Control: The Dominant Religion maintains active and institutionalized control; however, it now also enjoys the pervasive, cumulative effects of the previous centuries of its control and institutionalized indoctrination of the general population--it has in many ways set up preconditions shaping what people can even imagine, or imagine to think or believe; the very way they ask questions and look at all aspects of reality and knowledge.
(7) Dramatic Climate Changes: There exist significant and dramatic climate changes. In Medieval Europe's case, there were dramatic changes in
mini-"Ice Ages" as well as soil conditions, and seasonal weather patterns that affected the soil, acidity, temperature, and so on.
(8) Frequent and Severe Plagues and Epidemics: There are several devastating plagues over the generations that annihilate entire communities and massively depopulate whole regions. In Medieval Europe's case, the infamous "Black Death" that annihilated an estimated one third of the entire
population of Europe was merely one plague--the largest one to be sure, though evidence shows that there were numerous other lesser plagues that
while more locally-concentrated, were still significantly devastating.
Thus, as can be seen by my offered analysis, that unless a particular campaign fully embraces them, the DM should be aware that the campaign can easily accommodate a different set of campaign assumptions, if desired.
Ok. So, what do you all think? Thoughts? Analysis? Debates? Let's hear it my friends!
Semper Fidelis,
SHARK
What kind of "Campaign Assumptions" do you make? Certainly, the rulebooks make some very explicit "Campaign Assumptions". Sometimes, we don't always realize why these particular campaign assumptions exist, or how they developed to begin with. I have some thoughts on this topic, as it relates to history and the game campaign. I'm also interested in your own thoughts and analysis.
Campaign Assumptions
Well, I often think about campaign assumptions in a broad context. First, of course, there are considerations that may affect the whole campaign
world--anywhere, everywhere, at all times and places. Then, there are more local campaign assumptions--say, particular assumptions concerning a
whole region of several kingdoms, areas, or realms--down to merely a single, particular kingdom, area or realm. These considerations can provide a
richer palette from which to build and design a campaign.
I admit--I am a professionally trained historian, specialized in Ancient & Medieval History, with a sub-specialty in Asian History. What this means in a
practical sense concerning the game and designing campaigns, is that I am routinely plagued by my knowledge of the vast scope, accomplishments, and
capabilities of Ancient India, the Ancient Chinese Empire, the Ancient Phoenicians, Babylonians, and Egyptians--as well as the Ancient Greeks and the Roman Empire in particular--but also the Ancient Celts, as well as the Byzantine Empire and the infamous Mongolian Empire of Genghis Khan. That is
to say, all of these sources tend to inform me, and colour and influence my thoughts and thinking about concepts, capabilities, and potentials long before the typical "Middle Ages" environment that the basic rules put forth as a more or less baseline standard set of campaign assumptions.
Indeed--in light of the huge scale of accomplishments and achievements of the ancient peoples of antiquity--I often wondered in amazement at how
pathetically myopic, parochial and primitive most Europeans were during the Dark Ages and the subsequent Early, High and Late Middle Ages.
Generally speaking, most of Europe did not really reach the same levels or surpass the achievements of their own ancestors in knowledge, technology,
standards of living, and so on until well, the Renaissance in most areas--and not until the Age of Enlightenment for some. Thus, it can generally be seen
that it took from 500 AD-1500 AD--essentially the beginning of the Renaissance period--or 1700 AD--the beginnings of the Age of Enlightenment for Europe to achieve or surpass their own ancestors from antiquity. That's generally a period of 1,000 to 1,200 years! Quite startling--and even wondrously disturbing when you think about it.
However, while I was astonished at the primitiveness, parochialism, and myopia of the various European peoples during the Dark Ages, and the subsequent Middle Ages--something as a tonic to the pervasive arrogance of "Modernity" that has since developed after the Age of Enlightenment, whereupon the people of antiquity were hence seen as increasingly dated, primitive, and superstitious by our own lofty state of benighted progress--being confronted with such knowledge merely awakened me to the sheer scale and brilliance of the peoples of Antiquity. It is in that awareness--and also some knowledge of specifics, sometimes even seemingly rather trivial details or minutia--that the accomplishments of the peoples of Antiquity really dawn on you.
As an aside--it's entirely fascinating to realize that in contrast to old paradigms where scholars, experts and related "Intellectuals" once held implacably to the notions that we, in the modern age are far more advanced and superior in every way to our ancestors of Antiquity, and that our ancient forefathers were hopelessly primitive and quaintly superstitious and ignorant--and that knowledge, progress, and technological skill and capabilities are successively progressive and advancing--that many of the arrogant assumptions made by us in the "Modern Age"--that is, generally, from the 19th centuries onward to the present day--are, and have been largely and laughably false, wrong, and sadly hollow, often too cloaked in our own smugness and condescending arrogance of the amazing achievements of our own age to fully realize.
Thankfully--I am happy to admit--that in the last 20 years or so, certainly academically speaking, but also through the growing popularity and availability of such programs as the History Channel, National Geographic, and the Discovery Channel on cable television, as well as increased awareness and consumption of popular books and access of information on the Internet by the general public and academics alike--such arrogant attitudes are waning--and we can see sometimes rapidly, but also sometimes more gradually--that the general awareness and consciousness of the accomplishments of the people of Antiquity has grown immeasurably. In addition, we have increasingly gained a better and more nuanced perception of our own accomplishments in relation to Antiquity, as well as the ways and methods of accomplishing various things in the manner that they were--by way of methods, and to the questions of why, how, when, and where.
Of course, we have also realized that contrary to our own past beliefs and assumptions that such a thing or method was exclusively and singularly developed here in this one place and in order by this one people at a specific time--that there is the reality of such a dynamic as diffused knowledge, and simultaneous or independent development. For example--it used to be commonly accepted that the "Cradle of Civilization" was the Mesopotamian region, of the Sumerians and Babylonians. That particular orthodox belief has been generally disproved by the multitude of evidence, discovery, and analysis, that roughly at the same time period of 5000-2500 BC, there wasn't merely one "Cradle of Civilization" going on at the Tigris/Euphrates River with the Sumerians and Babylonians--but simultaneously, there were similar "Cradles of Civilization" developing in India, along the Ganges River, and in China, along the Yangtze River.
And, intriguingly, each of these "Cradles of Civilization" in their different locations and climates, separated by thousands of miles, inhospitable terrain, and no knowledge-exchange--each was developing much of the same ideas, concepts, skills and technology. They often faced the same problems--but due to various local control factors of climate and resources--often approached solving the problem by way of a different method, but which achieved the same practical result. It's amazing, and totally fascinating stuff!
Well, anyways, back to my main discussion. The ideas of population, resource management and distribution, technological development, and so
on--especially in an environment affected by magic--does not have to be bound by the constraints of the medieval standards often promoted explicitly in the rulebooks. Even without considering the effects of magic, people in such an environment are capable of achieving more--there are particular and
specific reasons why the medieval Europeans for example were dealing with exactly what they had accomplished--and often as not, why they didn't or
were unable to achieve something different from what they did.
In thinking about the campaign assumptions, it is generally helpful and even enjoyable to realize and be aware of precisely what those specific conditions that affected the Medieval Europeans were. In general, such particular conditions can be seen as the following;
The typical "Medieval European Milieu" results from the following conditions:
(1) A Glorious Unifying Empire: A vast, advanced and unified empire at one time ruled nearly everything, and that advanced empire's influence and knowledge was pervasive, even influencing peoples and realms not directly under its rule and control.
(2) Huge Barbarian Invasions: Huge invasions of vast hordes of comparatively primitive barbarians swept in, and over the course of several generations, essentially destroyed the entire foundations of government, society, agriculture, economy, knowledge and technology that the advanced empire had provided.
(3) A Single, Dominant Religion: Previous to the barbarian invasions, during and concurrently with them, as well as after the barbarian invasions, there is a singularly powerful, controlling and dominantly pervasive religion that proceeds to not only destroy all evidence, knowledge, and practices of the earlier, ruling empire--but also actively controls and discourages the rediscovery of such knowledge, and enforces sweeping restrictions and promotes attitudes hostile to exploring and developing new forms of knowledge, technology and practices.
These salient pre-existing conditions are key to understanding why Medieval Europe developed the way it did--and the following ongoing conditions
help to explain why Medieval Europe developed as slowly as it did, and why it did not recover the achievements of Antiquity sooner than it did;
(4) Deep Cultural and Ethnic Divisions: The various barbarian tribes that invaded and conquered the lands of the old glorious empire are from different cultures and ethnicities, are fiercely independent and competitive, and typically hostile with each other and involved with ongoing wars with each other. In addition, they are also divided by different languages.
(5) Periodic, Ongoing Barbarian Invasions: There exist frequent and ongoing barbarian invasions--supplemented by invasions of other foreign forces as well. In Medieval Europe's case, besides constant wars between themselves per se, there were new invasions from different Indo-European tribes from the East; there were of course the Viking invasions from the far north; there were invasions by the forces of Islam; and there were invasions by the Mongols.
(6) Dominant Institutionalized Religious Influence and Control: The Dominant Religion maintains active and institutionalized control; however, it now also enjoys the pervasive, cumulative effects of the previous centuries of its control and institutionalized indoctrination of the general population--it has in many ways set up preconditions shaping what people can even imagine, or imagine to think or believe; the very way they ask questions and look at all aspects of reality and knowledge.
(7) Dramatic Climate Changes: There exist significant and dramatic climate changes. In Medieval Europe's case, there were dramatic changes in
mini-"Ice Ages" as well as soil conditions, and seasonal weather patterns that affected the soil, acidity, temperature, and so on.
(8) Frequent and Severe Plagues and Epidemics: There are several devastating plagues over the generations that annihilate entire communities and massively depopulate whole regions. In Medieval Europe's case, the infamous "Black Death" that annihilated an estimated one third of the entire
population of Europe was merely one plague--the largest one to be sure, though evidence shows that there were numerous other lesser plagues that
while more locally-concentrated, were still significantly devastating.
Thus, as can be seen by my offered analysis, that unless a particular campaign fully embraces them, the DM should be aware that the campaign can easily accommodate a different set of campaign assumptions, if desired.
Ok. So, what do you all think? Thoughts? Analysis? Debates? Let's hear it my friends!
Semper Fidelis,
SHARK
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