Happy Thanksgiving

November 27th, 2008

I hope you’re all enjoying the holiday.

I’m out of town for a couple of days.  Regular posting should resume by Monday, perhaps sooner.

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What Religion Means

November 20th, 2008

Another contribution to this month’s RPG Blog Carnival on religion.

Much has been posted this month regarding ways of looking at the gods and religion in your game, but today I’m dealing with a slightly different way of making your religions seem more real:  the interaction of religion upon society.

In some games I’ve played in, religion doesn’t have much of an impact.  The priests of this god or that build temples and hold services, and perhaps some of them are involved in local politics, but often the temple serves as nothing more than a passive nexus, a place where the party might go for information or healing, or where they might be given a quest.

In reality, though, religion is an important social force.  The teachings of most religions prescribe ways of living, and these prescriptions (and proscriptions) shape the society.  Where a certain religion is dominant, they become social norms, perhaps even laws.  Where it is not, they cause believers to stand apart, which can lead to becoming shunned or reviled; even if it doesn’t, it marks the believer as different.

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Review: Martial Power

November 17th, 2008

I’d been looking forward to Martial Power, the fourth-edition Dungeons & Dragons supplement for martial characters, for some time.  Happily, Amazon got it to me a day early, so I’m able to review it.  Does it meet expectations?  I obviously haven’t been able to play with the new content yet, so this is based on just a reading, but my initial reaction is:  Yes, mostly.

Wizards of the Coast, like TSR before them, has a history of putting out player-oriented supplements in large numbers.  Generally these are broken down by class “groupings” — so we have the Complete Priest’s Handbook, covering second-edition clerics, specialty priests and druids, or the Complete Arcane, covering third-edition arcane spellcasters, including wizards, sorcerers, and warlocks.  Martial Power follows in that tradition.  Its content is oriented, not surprisingly, toward the four classes that employ the martial power source:  fighters, rangers, rogues, and warlords.

These lines of supplements have one other thing in common:  their quality was always variable, and their content best taken by the GM with a grain of salt.  While I’d put Martial Power pretty high on the quality scale, at least on first glance, I did take note of a couple of things that might warrant some GM attention.

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Battlegrounds: On Deck

November 14th, 2008

It’s been a little while since I’ve taken a look at battlegrounds.  This post is long overdue, having been in draft stage for over two months now.  So for the comeback post, I’ll be taking a look at a setting fairly common to fantasy roleplaying games:  aboard a ship.

Shipboard combat is a staple of some genres.  Any pirate-themed or nautical campaign will feature plenty of them.  Standard fantasy characters often have reason for a voyage on the high seas at some point during the campaign, as well.  Even if they’re inclined to stick to land, there’s always the possibility of Viking-style raiders pillaging coastal towns.  For the purposes of this article, I’m going to consider mostly larger seagoing ships, but many of the same considerations could apply to smaller boats.

The first thing to take into account for any shipboard combat is the water.  Deep water is very dangerous terrain to those who swim poorly — and, obviously, to those who weigh themselves down with equipment or armor.  Falling overboard while wearing the more complex metal armor, such as plate, is likely a death sentence, unless the character has access to some form of magic that might save him.  Even lighter armor would need to be shed quickly.  Bulky backpacks and cloaks are not a swimmer’s friend, nor are heavy weapons.  Exposure to water will render bowstrings unusable.

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Resource: Crime Library

November 13th, 2008

Thought I’d share a site I sometimes use in planning my games.  Crime Library is devoted to murderers, gangsters, serial killers, terrorists, and spies, and all of their various crimes and operations.  Its tales are very detailed and well-researched — check out the feature on Sidney Reilly, the British spy thought to have inspired James Bond, for instance.

In addition to the features about individual criminals, there are articles about criminal psychology, organized crime, unsolved crimes, the police, and criminal investigation methods such as forensic toxicology.  The articles cover both contemporary and historical crimes, although there’s a significant bias toward the more modern.

Crime Library is of obvious use to anyone planning to run a game in, say, the Prohibition era, or a plot featuring a historic serial killer or spy.  Its stories can also serve as a source of plot inspiration in general, and many of them are simply fascinating to read.

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