Showing posts with label Blog Carnival. Show all posts
Showing posts with label Blog Carnival. Show all posts

Thursday, 24 October 2024

THE SELV


Hwæt! This tale begins in those earliest days when the Elves first awoke, when the world was not, and all things were beautiful. And the elves, whose fascinations were infinite, came to gather around those things most worthy of their admiration - the glimmer of the newborn stars, the newly shifting arms of clear, unfurling nebulae, the song of the cosmic breath as it passed over the flowering expanse, the glittering gemstones that scattered the twilight meadows and the mysteries of those magical processes by which creation unfolded before them. And through these gatherings, the first communities came to be and all was fair, equal and just, for all were lords and ladies of their own commonwealths of universal wonderment and splendour.

That is, save for One, HE, who was above others and whose name, now unspoken, once meant 'Most Beauteous of Creation'. HE became as a great king, HE who was the fairest of these beings, without blemish, without trace of weakness of limb or mind, vitality or song and whose grace and glory were unmatched. HE, who had come to master all of these elven fascinations, came to gather around HIM many fellow elves who basked in HIS perfection and supplicated themselves to HIS will. In turn, HE was their champion. For it was HE who slew those unknown horrors that slobbered and clawed their way from the world before. And as HE stood, victorious in battle, over their manyfold dead, HE was among the first created to feel disgust - dread. Yet further pained, HE pondered; do putrid beings foretell of what was to become of MY new world?


From then on, HE sought ways to preserve the purity and perfection of the starry, flowering realm. For it was HE who was the first to entreat the gods and HE sang of an end to the unfolding creation - that peaceful perfection abounded, and that beauty could be preserved, should but Creation cease. These songs went into the starry void without answer, nor echo. And so, HE looked with disdain at the first dawn of the neonate sun, and to HIM, the arrival of the unpocked moon was a blot on the glimmering meadows of the sky. And soon fear and malice formed in his ageless heart. So, with the wilting of the first flower and as fresh maladies first sapped the limbs of elves - with the appearance of beasts, bristling and chitinous, teeming in the roiling mud and the apes that gibbered in swelling trees - HE knew what fate HE must pursue. Such creations, both tangible and intangible, would serve only to corrupt HIS beauteous visage and pockmark HIS perfect earthly realm. And so, claiming HIS beauty as HIS right to command Elvenkind, HE proclaimed this curse to freshly afeared elves; 

“Woe unto the Creator’s creation! Woe unto the scabrous beasts that mar its face! Once pure, now befouled with crawling, hideous life - scarred and made unclean by prankish entropy! My realm shall be untainted and unmarred! Therefore, I, who am more splendid than the Sun, nobler than the Moon, fairer than the fairest star, shall be the hand to hold back the loom of Creation and by my will shall the march of time be stayed, and beauty live eternal!”

And upon swearing this terrible oath, HIS followers leapt straightway to HIS side and took the selfsame vow together, striking down any who refused. And red with spilt elven blood shone their drawn swords in the glare of the weeping, child sun. Quickly, then, they did away, down into the heart of the world. Down HE led HIS followers, deep within, and under the earth where reality remains strange, and where time itself might be kept at bay. There, in the abyss, HE wove HIS own realm, one preserved from Creation, touched only by the decay of his own heart and shaped by HIS deranged will and unspooled mind. So it was, and as strange aeons ebbed and flowed, HE and HIS followers basked in their endless spiralling beautification. There, in the deepest of all places, they preened and warped themselves beyond elvenkind, seeking to surpass the beauty that, in elder days, they had once found sacred. For they are now the Selv, starry and strange - scintillating, stelliferous entities of an eerie, alien fairness - cold, cruel and desirous.


So, it would remain, but unfurling creation could not be hidden from forever. Save for the Creator, the weird ways of the deep earth know few masters, and so, after untold Ages, the underworld's groping tendrils - its dungeons and dark places - have begun to pierce the Selv's uncanny garden-realm. Now, up through the earth; by secret fae-paths, forgotten ways and hidden elven-doors, do the Selv slink furtively to the subterranean fringes of our mortal world. Ancient folk emerging into an Age of dearth and misrule - knowing only deep magic, and the lore of the earliest dawns, the Selv know little of our myth-removed Age. Truly, their imperious sneers survey all Creation with disgust and curiosity - for you should consider yourself accursed the Selv know you not. For the keen fascination of their elven forebears beats still in the Selv’s wicked hearts, yet their study is born of self-superiority and is filled with malice and revulsion. 

And those first men to behold the Selv, to be held tranfixt upon their cruel and sickly-beauteous, shimmering forms and meet with terror their gaze, glowing with the light of underworld stars. With piercing eyes that burn darkly with contempt that wrinkles not their statue faces. 

For the Selv, mortal men are as insects before a collector’s pin, as boils before a studying surgeon or yet, with greater terror - impure clay before a master sculptor.  For many warped men, uncanny and statue-faced, with the light of the heavens springing from their mindless eyes, do lope and lunge and tear and toil at a world they now reckon as odious and unworthy. No creature, high or low, shall escape their desire - for even bats of strange angles that carry the glimmer of stars, do flutter on gossamer wings from the constellation-lit caves of the Selv.

HE lives still! Brooding against an ugly reality, in the impossible depths of the living earth within his shrinking realm, scheming. HIS goals are many; to learn of the created world and the lengths of its completion, its nature, and the nature of its inhabitants and how they may be best made beautiful or excised as a gardener might snails. Whispered voices, in deep tombs, hiss in slender tones of a great ‘War of Disgust’ against reality, when the Selv have found some means to bleach back Creation and start afresh. And yet, a needling thought, spry against the vastness of his ancient memory does pain HIM, quietly - are the Selv, his children, those ancient abominations that he did HE slay at the dawn of all things?


The Selv
Stats as Elves, (though something more special may be in order) adjust HD depending on the age of the particular Selv (HE would have the stats of something from Deities and Demigods). Selv differ from Elves in the following regards:
In combat, they always target the ugliest thing first, who they will usually attempt to slay. 
They speak to Elven PC’s before all others. 
They will attempt to capture and study those they do not exterminate.
They glow a cold white light and their weird and stunning beauty means the Selv always surprise their opponents. They are as swift and light footed and can almost always cover a great distance before being spotted. 
They inhale and exhale but once a day, they do not blink, nor sleep. They are sustained by very little, often eating a single petal per day. 

The Beautified:
The uncanny and ethereal workhorses of the Selv. The Beautified can use the stats of any creature, save that they gain +1 to ALL rolls and are unable to use any mental, spell-casting or force of personality unless instructed by a Selv to do so. 
Any creature can be beautified by the Selv using a ritualised version of a modified Polymorph Other spell. This usually takes place after an intense and unpleasant period of examination. The Beautified are always under the thrall of the Selv as a race.   

Some notes on the Selv as a faction:
The Selv are a faction designed to be able to be placed into any deep corner of any underground dungeon or adventure site. Their Selv-ways may even connect several distant dungeons across your campaign map.
Lacking the numbers to wage direct war on reality the Selv do begrudgingly seek non-Selv allies, promising beauty, exquisite gems and deep lore in exchange for favours or artefacts of great power that may aid them in the destruction of reality.
Their hierarchy is organised by most to least fair though these miniscule differences are not noticeable to non-Selv. The Beautified are essentially lobotomised works of uncanny valley art and are the lowest rung of Selv society. 
The Selv hate disease and are easily disgusted to the point of violence.  
For naming conventions take typical Tolkienesque elven names and ‘extend’ them by duplicating vowels and or consonants in weird ways. 


Myself and an elite cadre of skellington appreciators and OSR bloggers coalesced in the spirit of this spooky season to gift each other content. This was organised by Empedocles of Elemental Reductions. And glad I was to accept the call to write archaic, ape-tolkienesque nonsense in very long and unwieldy sentences! OK, my actual prompts were:
The Fall of a Great King
Beauty Rotten from the Inside
The Curse of Being Forgotten
And the format was: Faction. So, I attempted to do all three. I hope you are pleased, anonymous friend!

I am also submitting this to the RPG Blog Carnival, hosted by the great Tim Brannon of The Other Side blog - the theme HORROR AND FANTASY.



Sunday, 25 August 2024

The Ape, race-as-class

 

And lo! From the ancient depths of misty primeval jungles and the murky, antediluvian, ruined worlds beneath our own, there emerged the Ape! Hirsute, thick-thewed and sullen-eyed, to humble mankind as it did in ancient days and shall again - now, to tread the jeweled thrones of the earth under its grasping, prehensile paws.

Thursday, 1 August 2024

Words! Linguistics, Etymology and Onomatology - Blog Carnival Roundup

Throughout the entire RPG blogosphere in July 2024 this mysterious incantation was muttered, chanted, ululated unerringly and with great enrapt fervour: "Words! Linguistics, Etymology and Onomatology!" Below is an individualized account of those poor fellows who succame to the call and whose incredible verve and creative curiosity allowed them to create some pretty cool blogposts.

Once again my time hosting the Carnival has been rather rewarding. This month there was a total of thirteen entries which is pretty good. Find details about signing up here. Also check out the August 2024 Carnival 'It Came from Beyond Time'. Now, on with the roundup. Below is my roundup of all the entries received and a couple of entries I received late for my previous time hosting the Carnival; Anthropology and Archaeology. I'll do so through little micro-blurbs and sharing a thought or two on each post.  As for the etiquette of reading this roundup, take your time - there are a lot of blogposts to read, leave some comments on the author's blog, consider a follow, it's always appreciated - the Carnival is foremost about building blogger camaraderie after all.


Game Design Pattern: Concept Crafting by Maxcan7: 
- Maxcan7 of Weird and Wonderful Worlds brings us a post on Concept Crafting - a system that uses words as building blocks. Maxcan7 wants to spread the word for Concept Crafting through the RPG Carnival and I support it. Playing with and combining words is certainly something I really enjoy. My most successful blogpost by all metrics; Naively Simple Alchemy uses similar concepts as does its oft overlooked cousin Naively Simple Mad Science.
- I've long been intrigued by Maxcan's use of Concept Crafting for Mechs. One thinks of the components and armaments of giant robots to be these mechanical things rooted in technobabble, but when concept crafting is used for machines like Mecha, it gives them a quite surreal and dreamlike quality - which is wild and cool. 
- Check out Maxcan's post and deep dive some of those links. See if Concept Crafting tugs your creative strings, it might have given me an idea for a madlib-esque cooking minigame. 


Code Talking by Throne of Salt
- Throne of Salt reflects on using the cipher of the Navajo code talkers as a particularly successful puzzle in a  campaign of theirs as well as discussing its implementation, potential improvements, and suitability for games set in real-world-inspired settings.
- Using codes and ciphers is certainly a puzzle I had not actually considered up to this point and I'm interested in trying something going forward. In the comments of Throne of Salt's post Skerples makes a good point about book based codes, If you personally have any other code ideas, please leave a comment on Throne's post, I know we'd both like to read them. 

- It's conlang time! What fellow doesn't want to, or hasn't already tried to make their own language? I know I have. July's Carnival has given Sofinho the impetus to begin his own conlang journey and he begins with a syllabary
- It's an ambitious task but Sofinho is really going for it, check this out.  
- Watch this space, wherever there is an Entry #01 an Entry #02 is sure to follow 👀. 


RPG Linguistics by Benign Brown Beast
- Benign Brown Beast suggests streamlining language in D&D by reducing the number of languages characters have to learn by emphasizing the narrative function of a language over cultural/racial diversity.
- The list of languages suggested is a very fun and novel idea and can be fluffed out in many different directions and will generally make you go 🤔.

AND Saying Magic Words
- In this post (which is a good companion to the RPG Linguistics post above) we explore the potential of integrating language with magic in D&D. Could certain spells  grant the ability to speak specific languages?
- I'm used to Lotfp style languages that don't predetermine a player's languages at character creation which certainly helps with the problems Benign Brown Beast sees - after 6+ months of play my current character can speak 16 languages for instance. That said, the system doesn't really cater to magical of extra-planar languages which is where this post could really prove useful.  


"Planars got a lot of words for 'ethereal'" by Xaosseed
- This headying post pairs quite well with the above writing of Benign Brown Beast. It deals with Xaoseed's own feeling towards using languages in games that align somewhat with my own; "that names, words, places and the like are the outputs of generic fantasyland slush and not actually backed by anything meaningful and thus not worth digging deeply into". But what to do about this? Perhaps a setting's language could be influenced by extraplanar connections, inhuman perceptions or cultural contact? 

AND Your great-grand-elf's elvish: long lives slowing language change
- Xaoseed highlights how the presence of long-lived species, such as elves, dragons, and giants, in a fantasy setting can influence the stability of languages over time and how this might affect your world building. 
- The post makes me think of some slumbering dragon in a lost cave who is the last fluent speaker of a extinct human language, a lost tongue that the players have to learn in order to save the day or steal a blue jewel or whatever. 


The Onomasticon Quernorum by Beneath Foreign Planets
- A post in which I give some obvious and meandering tips that I did or did not follow when coming up with the names for the Onomasticon.
- Over 900 names for a setting you know little about!
- Might inspire something?


How to Make Your Game In Tense by Cryptic Keyway
- Do you know what the Prophetic Perfect Tense is? You should, It's cool. 
- Do you you want to know how to use it in your games? I'm going to. 
- Here is my prophecy rendered in Prophetic Perfect Tense; "You read this post and enjoyed it, it made you want to add some prophecies to your own game".  


On Names by Empedocles the Wizard
- Empedocles presents some very good and clear advice on the topic of writing and generating fantasy Names. The post is practical, useful and festooned with interesting links. I particularly liked Kate Monk’s Onomastikon which was valuable to me when creating my own Onomasticon (it has a great URL too). In fact, this post is so good I edited my own post down and referred to this one instead.
- Empedocles has also done a lot of the work for you having created this d100 Random Name Prompter
- I love the notion of 'nominative destiny', it's much classier and precise than my phrase of 'definitional baggage'. 


Languages of the Sea of Stars by Sean H
- Sean shares some detail on the linguistic landscape of their Sea of Stars setting and the languages spoken therein along with sharing some practical thoughts and experiences with using language in game.
- Sean highlights the benefits of having a lingua franca for your game but what really interested me was how this common tongue can impart so much setting info and tone so simply, the Sea of Stars Imperial Tongue's origins bely interesting historical implications.  
- The other languages referenced in the setting each sound intriguing and almost function as plot hooks or rumours in of themselves. 


The Cool, Coded Version of Name Generator: Morpheme+Word+Epithet' by Dozens
- Inspired by my very own post Morpheme+Word+Epithet, Dozens has coded it up in a way I could not. They have properly factored in honorifics as well as introducing more variety by using different combinations of the eponymous Morphemes, Words and Epithets. 
- I am very grateful my work could inspire others to build upon it, and wish to say a personal thanks to Dozens. 


- TRAIPSE solves his struggle with toponyms; Never run out of place names with this one clever trick!
- A good companion alongside the prosoponymic thinking of Empedocles' post and my own. 
- Generally check out this cool fellow's cool blog. 


Anthropology and Archaeology Latecomers
 
- Hex Brawler might just turn your perception of conflict on its head. 
- The academic snippet Hex Brawler has selected is just right. 
- I need more of this kind of violence in my setting. 


- Enrich your world and dungeons with archaeology!You might know of dungeon rooms as being either trap, treasure, monster, empty, special or any combination of the above but have you ever considered archaeological?
- Pity Crit proposes the begins for a true archaeological minigame of sorts wherein the players quite literally uncover abstracted 'fragments' of lost civilizations and use those fragments to uncover knowledge about said civilization. Pretty cool stuff. 
- Pity Crit also gives plenty of examples of finds from their own lost empire and they're all pretty cool. I particularly like the weird Lacunae Crest.

Wednesday, 24 July 2024

The Onomasticon Quernorum

Or; On the Names of the Quernfolk

A Wennish penny pamphlet pithily titled 'an unbelievable account of the atrocious apparitional attack on a sleeping and sickly Miss Dyedred by the headless bear demon 'Old Bossbelow' and her noble defense by Mistress Sharpday, Miss Arena Palatine, Jonwith Middlestone, Harque the Younger, Master Winwalloe and the Magic-User Lakelie'  

Above is the Onomasticon Quernorum; On the Names of the Quernfolk. Contained within are over 900 names and they are presented without any expository information. 

Recently, I have had names on the brain. In my post morpheme+word+epithet, (which has proved quite popular) I shared the eponymous formula for making an interesting name. This specific method works well for individuals but what if I need a great many names to build out a specific culture? 

I have previously written how understanding of the cultures of your setting can be impressed on, and implied to, players via the personal trinkets and pocket loot of NPCs that belong to those cultures. I used my personal setting of The Querns to explore this idea and did some implied world-building by detailing several cultures in this way. In this post, I have given names to the owners of those pockets. With the names themselves and the contents of their pockets, the reader should have a good feeling for these cultures already. Implication builds interesting settings that engage the imagination.

In the Onomasticon Quernorum I have given names to six, mostly distinct, cultures. In addition to this list I had a whole spiel written explaining my thought processes and inspiration for each of the culture's naming styles. I cut it all down and it still wasn't 'working' so I have slung it in a doc you can find here. I also recommend this post by Empedocles the Wizard of Elemental Reductions for some more lucid and interesting commentary on their naming process.

But, what do you do? What are your thoughts on creating names for RPG characters? Please let me know in the comments as I really enjoy this stuff.

Another Wennish penny pamphlet titled 'The Mightily True Report of Sergeant Bov Pangweather's victory over the hulking Aldish Birch-Crone known as Jennie Snatchelflynda and her dread-familiar who some call Black Froggebighter'. 

This post was written for Words! Linguistics, Etymology and Onomatology for July's RPG Blog Carnival

Sunday, 30 June 2024

'WORDS! Etymology, Onomatology and Linguistics' - A Blog Carnival Call-to-Arms!


Canto II, Tom Phillips, 1981

This July I will be stepping-in to host the RPG Blog Carnival. The premise is simple: create a piece of RPG content in-keeping with the month's theme by July 31st, 2024, link to it in the comments below, and at the end of the month I'll curate a spotlight post, linking to your site and writing about your content. Last year, I hosted the Carnival with the theme 'Anthropology and Archaeology' and it was rather successful, I'm hoping my second attempt will equal or surpass it. So, as July's host, I have chosen the theme 'WORDS! - Etymology, Onomatology & Linguistics'. Let's refresh our definitions via Merriam-Webster before getting to some prompts:

Linguistics: 
The study of human speech including the units, nature, structure, and modification of language.

Onomatology (see Onomastics): 
- The science or study of the origin and forms of proper names of persons or places 

Etymology: 
- The history of a linguistic form (such as a word) shown by tracing its development since its earliest recorded occurrence in the language where it is found, by tracing its transmission from one language to another, by analyzing it into its component parts, by identifying its cognates in other languages, or by tracing it and its cognates to a common ancestral form in an ancestral language

Language families by Bosman Bos of the Border Baronies

As themes go, 'Etymology, Onomatology, Linguistics' is broad and can be summed up simply as 'WORDS!'. These themes lend themselves well to world-building and RPG theory. The central challenge running through these prompts is to consider what makes words in RPGs both 'interesting' and 'purposeful'. While many prompts ask you to detail words from your current or previous campaigns or worlds, you could also use them as a springboard to create a new setting or as inspiration for tables and generators, this what I find the prompt is leading me toward. 

Questions and Prompts:
Here are some potential topics to get you thinking before the carnival begins:

Toponyms
  • What makes for a good RPG toponym? A good place name? Have you thought etymologically about place names? What are the toponym's origins and how did the name shift and change over time? Are the best place names in roleplaying, clear and evocative, are they more fantastic with a weird verisimilitude or somewhere in between? Where do you fall on the spectrum of place names? Are your towns more 'White River' or 'Lililingburlingan of the Sacroline Spire'? and why?
  • Similarly, how do you name geographic features? What are the natural wonders of your world called? What about other planets, stars or fantastic celestial bodies? Is there a generator you could make for such names?
  • What of your setting's nations, communities or collectives? What are their names (endochoronyms)? Why? And what are the (formal and informal) demonyms of their inhabitants? What are their exonyms?

Names, Names, Names
  • How could you impart a sense of a particular culture via their personal names and naming conventions? A certain vibe is easy to achieve when creating names for a familiar culture with a familiar language (such as with hobbits) but can become trickier when dealing with deliberately foreign cultures.
  • Do you have a list of spare names for NPCs? What is your thinking behind the names? Are the names naturalistic, cultural, gonzo, aptronymic or charactonymic? Is your knight called Sir Spear, Sir Chivalrous, Sir Bob, Sir Fuck-Vampires Flyingburger or Sir Eldo Serindal?
  • Who are some of the mononyms of your world? People so famous, so iconic and with such a unique moniker, that they are known by a single name, such as Plato, Napoleon, Hitler, Jesus.
  • Likewise, what about eponyms? Are certain places, spells, monsters, animals, plants or peoples named after an individual?
  • What is the autoethnonym of orcs or any other 'monstrous' folk in your setting and what does that word mean?
  • What makes for good monster names? Which is the better name, Hideous Ropey Snatcher Beast or Spitzlgangler? Or will the players just call it a grabby guy?
  • If your game features political groups what are their politonyms and what are their origins?
  • What can you do if you know a demon's true name, or anyone's true name for that matter?
  • Make a zoonym generator for your setting focusing on the taxonomic name of the beast and from that extrapolating its stats and characteristics.
  • Chrononyms are the names of historic periods, what are the names of the historic periods in your setting and why do they have that name?
  • Epithets are great.
  • How could your players gain epithets? Would there be special rules around gaining an epithet?
  • Old school DnD classes gained a title each level, could you rewrite these titles to better reflect your game world or cultures within your game world?

Conlangs
  • Dare you descend into the conlang rabbit hole? Do you dare become the DM who says to their patient players; "no, no, no it's pronounced 'bhänüt' not banût"
  • Would you like to try designing your own alphabet or syllabry?
  • Toki Pona is an art project micro-language, it has 137 words, so it's not unimaginable that one could create their own micro-language in a month. Perhaps, to name just a few possibilities, your own thieves cant, druidic language, hermitic whisper-speech, arcane tongue or hyperborean slave creole. Additionally, how would you use your new language in game?
  • Can you provide an outline of the evolution of the different language groups in your setting? Such as how many modern languages spread from Proto-Indo-European?

Language
  • Does your setting have unique slang or phrases?
  • Have historic events in your setting shaped or influenced the language and sayings of its inhabitants?
  • Tell us about your setting's Lingua Franca and how it developed.
  • What are considered slurs, pejoratives, swear or taboo words in your setting? What is the consequence for saying them?
  • The Sapir-Whorf Hypothesis suggests that language influences perception and thought. This can have some interesting implications for fictional settings that might want to push the idea. How does the Sapir-Whorf Hypothesis interact with fantasy languages such as Elven or Black Speech and in turn how does speaking those languages affect a person?
  • The Himba people's perception of colour is supposedly influenced by their language. In a fantasy or science fiction world, we can push this notion much further: for example, what if a society's language has many words for magic?
  • What of non-human linguistics? How do non-human species in your setting communicate? What are the linguistic quirks and unique language structures of those species?
  • Let's not neglect science-fiction. What future words, personal names and slang have developed in your future world?

Miscellaneous, Meta and Theory
  • What are your thoughts on the language of RPGs on a meta, player facing level? What makes good vocabulary for the mechanics, rules and processes of a game? How do your players use language? How did they name the things they encounter?
  • How should rules for learning new languages work?
  • What happens if a character is not fluent in a language or only knows a few words?
  • What happens if you read aloud an unknown eldritch language rule such as Aklo or an extract from the Necronomicon?
  • Speaking of Aklo, could words themselves present a material threat? Sentient languages, memetic viruses, weaponized language and how would you rule those concepts in-game?
  • Do have have particular favorite names that your players have named their characters?
  • When world building, how do decide what deserves unique onymony? Does it benefit or confuse players whether their characters hear the peel of larks or of Velvety Spi spis? Or whether the tavern serves salted peanuts or salted jingandra seeds?
Your contributions are eagerly awaited and, thank you in advance for engaging in the RPG Blog Carnival.


The RPG Blog Carnival has been running since 2008 and helped to foster community and interconnectedness in RPG blogs. Check it out and consider participating in other months or even hosting yourself, it's not much of a commitment at all. 

Saturday, 7 October 2023

Archaeology and Anthropology - Blog Carnival Roundup



A magnificent set of posts have been written up for September 2023's Anthropology and Archaeology blog carnival (which I hosted). This post is my roundup of all the entries, where I give a micro-blurb and share a thought or two. As to the etiquette of reading this roundup; take your time - there are a lot of blogposts to read, leave some comments - the carnival is about building blogger camaraderie and lastly, follow blogs generously. Optionally, you can even write up your own thoughts about September's entries. It has been an experience hosting and I would recommend it to others. Find details about signing up here. Now, on with the roundup; 


Gift Economies by Gabriel 
- The first of a trilogy of very interesting posts, all academically conceived and generally with links and asides directing the reader to the journals and papers that inspire and evidence parts of the post.
- This post is a must read for anyone wanting to run economies other than the OSR standard.
- Gabriel really considers how to make these systems gameable which is a big plus for me.

- Use this post to create more culturally diverse and unique religious rituals. The post has drawn inspiration from history, anthropology, and ethnographic literature.
- Generate a few rites and plug them straight into your campaign calendar.
- While inspired by real rites and customs, Gabriel remembers to include the fantastic elements of the game. 

- Have you considered having different types of leader in your game? What do I mean? Read the post.
- This post will make you really think about the leaders in you game and will result in you churning out more than a few interesting characters.
- Makes you think about power dynamics, which can really spin out into flavorsome faction and campaign play. 

- Macan7 has been thinking about animism. In this post they give an overview of the setting and tenants of the headying animapunk world of Maximum Recursion Depth Vol. 3. 
- True to name, the surreal and dreamlike world of Maximum Recursion Depth is weird and wonderful and plays with big concepts in creative, metaphysical ways. 
- The factions and entities that oppose the Dreaming are written about in a delightfully schizoid style, it'll make you want to push yourself to ever stranger and more considered creativity.   

- Sofinho has collated their thoughts on this month's theme into a slush pile. These ideas include, but are not limited to:
- Roleplaying games as experimental archaeology 
- Storytelling, two ways
- Ancient Aliens!!!

D66 Religious Taboos by The Oracular Somnambulist
- The Oracular Somnambulist presents 36 rules that will make for fun sessions and potentially wacky dynamics as your players navigate a culture's religious taboos. 
- This post would work wonderfully in conjunction with Gabriel's post on Rites.
- Replace those cannots with musts to transform those taboos into encouraged acts for extra fun.  

- The first of two posts by Xaoseed in which they explore some of the cultures in their campaign world. This time; the egotistic and enigmatic Dragonbloods
- This is probably the best expression of a dragon-descended race and its culture I've read. 
- The post includes rules for the festival game of Dragon Diving in which players are flung from a great height clinging to a particularly crocodilian, wooden 'dragon'.

- Next, Xaoseed explores frozen Lhirogref, the ancient goblin civilization-state. It's an interesting place and I'm certain you will find inspiration for your own game within this post. 
- The sled encounters are particularly enjoyable.
- I want to visit this place as a player. 

- A mysterious and archaeological glimpse into Vdonnut Valley's world of  Biteara and system for discovering the weird things that litter the Valley of Titans. 
- The items have a fun, kind-of Roadside Picnic vibe to  them, my favourite being the wound-recalling bird-headed flute.
- Orb is just a fun name for a god. I'd play a cleric of Orb. 

Mazmorras de Eberron (Dungeons of Eberron) by DM GONZ
- GONZ offers up an updated overview post detailing the varied dungeons of Eberron. They write lucidly and informatively, giving a good survey of the setting.
- The blogpost can be mined for world-building ideas and with such an established world, there should be more info on those parts of the setting that pique your interest.
- For example, I like the idea of adventurers delving into the storage dungeons of nomadic orcs, especially those built during the ominously named 'Age of Monsters'. 

- Sean H takes us to the Sea of Stars, a post-cataclysm realm of high-adventure.  
- The post serves as something of a primer for thinking about archaeology as an in-universe activity in DND style worlds in general.
- I especially like the idea of still-living ancient agents (in this case dragons) not wanting archaeologists to uncover evidence of their own misdeeds and suppressing information about their their own historical pasts.  

- Kith and Kin is Janet's setting, (here's a primer). In this post they write about how the Kith and Kin live with various species of extinct and domesticated animals.  
- A lot of thought has been put into how the people of the setting view these creatures, especially the extinct animals and dinosaurs. I like the turtle-like Ankylosaurs and I've always been partial to killer shrews.
- I'd highly recommend reading through Janet's other posts on their Kith and Kin setting. 

- In which I try to tease out an insight into several fantasy groups of human's material cultures via stuff you find in their pockets after you've (probably) murdered them.   
- Hundreds of items.
- A nifty idea and fun to replicate for your own settings.

Saturday, 30 September 2023

'Loot the Body' Tables as Cultural Worldbuilding

A High Wennish woodcut depicting an Ald among Old Wenfolk

A looted item is a question. 

"What is this for? Why did this person have this? How did they acquire it?" 

Players will naturally think these questions upon discovering an item. So, items are an effective tool in getting your players to naturally engage with a world and formulate their own opinions and theories about it. This is always preferred to walls of text, exposition or nondiegetic DM authorial asides. Because of this I have created some  lists for what can be found in the pockets of four different cultures of people that can be found in a region of the otherwise unnamed; Beneath Foreign Planets setting called The Querns. The theory is this; by creating thought-out, culturally specific what's in my pocket? or 'I loot the body' tables, players will become more familiar with the material culture of each group of people and, to some extent, employ anthropological thinking about that culture. To enforce that feeling I won't be telling you anything about the cultures presented in the lists.

GET THE LISTS HERE

Books, pamphlets, letters and the like can provide local, regional or world rumours. Maps provide hooks. Cult paraphernalia can lead to dungeons and conspiracies. 

The tables can be used as with a d6 and a d20 or with a d120 (which is done using a d12 and a d10) or by asking players to all separately roll a d20 and assigning each player to one of the sub-tables. This last method is the most useful when the party is doing mass looting. Roll as many d20s as corpses being looted and cycle through the tables, one after another, one die at a time. The tables are useful for staring items and pickpocketing also.

Sunday, 27 August 2023

Anthropology and Archaeology; A Blog Carnival Call-to-Arms!

Moulid el-Nabi

This September I will be hosting the RPG Blog Carnival. The premise is simple; create a piece of RPG content by September 30th 2023, link it in the comments below and then at the end of the month I'll curate a spotlight post; linking to your site and writing about your content. As September's host, I have chosen the theme 'Anthropology and Archaeology'. Let's refresh our definitions via Merriam-Webster:

Anthropology:
    - The science of human beings, especially; The study of human beings and their ancestors through time and space and in relation to physical character, environmental and social relations, and culture.

Archaeology:
    - The scientific study of material remains (such as tools, pottery, jewelry, stone walls, and monuments) of past human life and activities.

'Anthropology and Archaeology' is a broad theme; effectively encapsulating the entirety of human experience. It is a perfect theme for world-building, easily links into whatever you are currently working on and most importantly, it might prompt you to think like a anthropologist or archaeologist - thinking about the 'why?' and the 'how?' and the 'what would that mean?' of your setting and everything in it. Doing so will take your thinking up a notch and will ultimately lead to a more engaging, considered and verisimilitudinous world (even with the most gonzo of settings).  

Wilhelm Kuhnert

Questions and Prompts:

Here are some potential topics to get you thinking before September begins:

  • What might player-characters find it they just start digging? 
  • How academic are you feeling? Write a short ethnography of a people and their practices from your world.
  • Could a character's starting equipment be culturally specific? Surely, different cultures in your setting have potentially very different equipment lists for your players to paw through? 
  • What archaeological periods exist in your setting and what sort of items would an archaeologist (or dungeoneer) find for each of those periods?
  • Could culture result in character class differentiation? For example, how might a magic-user from the Fungal-Id culture differ to their counterpart from the Industrious and Munificent city of Hsan?
  • Could you create mechanics that support or incentivize players to have their characters act according to their cultural or religious beliefs?
  • Could you replace race-as-class with culture-as-class? If so what would those cultures be like?
  • What adventure or adventure hooks might be given by an anthropologist or archaeologist in your world?
  • 'The Archaeology of Magic' just sounds cool, right?
  • Get meta and promulgate a variety of in-game worldviews and theories by writing a list and summaries of setting-specific anthropological books and treatises that your player-characters can find and read.
  • There are a host of generators you could create - a ruin or archaeological dig-site generator, a broad-strokes culture generator, archaeological artifact generators, clothing, taboos, religious customs, food, ceremonies, rites or special days/events generators.
  • Even in very small countries, one community's culture will differ from another's - what local or regional differences can be observed in a section of your world and why do/did those differences occur? 
  • Could you make a mini-game or mechanic for a cultural event, rite, festivity or ceremony to engage your players with?
  • How do different cultures grapple with fantastic concepts such as the existence of cosmic Law, Chaos and Neutrality?
  • Flesh out a culture from your game, there are so many different avenues to do this - etiquette and taboos, special days or events, clothing, food culture, religious beliefs and customs,
  • Create cultural treasure or 'loot the body' tables (this is what I will be doing)
  • Could a micro-setting be created around a particular social theory, so a purely functionalist, structuralist, materialist, marxist or even a social-evolutionist world?
  • Furthermore, could you create mechanics that incentivize players acting in ways that conform with your chosen social theory?
  • Acculturation is when cultures assimilate. Are there places in your world where two very different cultures have begun to fuse? What conflicts would result from this process and what might the new culture be like?
  • How has a beast, fantastic species, divine intervention, curse or magical material affected the development of the people who live with it?
  • What would Durkheim say about your dwarves? Franz Boas about your Bugbears?
  • How would the culture of non-humans logically work? If you think about it, Elves would be very strange indeed. How do reciprocity and kinship work among aboleths? 

Your contributions are eagerly awaited and, thank you in advance for engaging in the RPG Blog Carnival.


The RPG Blog Carnival has been running since 2008 and helped to foster community and interconnectedness in RPG blogs. Recently however, participation has become a little light so I am hoping to get more to jump aboard for this September and to share and discover each other's blogs. November and December of this year currently have no host if you are interested.