In my New Year's Resolutions I talked about creating a new Old School campaign. Now I already run the Back 2 Basics campaign for my sons and our friends. This is using the D&D Rules Cyclopedia which is a wonderful system and I really have no complaints. I am using the out-of-print Karameikos setting so that I can run some classic modules (like B2 Keep on the Borderlands, X1 Isle of Dread and the Dave Arneson's DA1-3 Adventures in Blackmoor). This should keep us going for a while. Any play in my new setting will be outside this regular play.
Having these ready to run modules had been great because I can focus on play at the table with minimal prep work. However, it lacks a little bit of luster to me as a DM. I like to feel I'm creating something besides the play at the table. So I want to create my own setting.
As a result of this look back into my roots of gaming I've fallen in love with the Old School Renaissance. This has lead me to looking hard at all the retro-clones out there to pick from. It's wonderful that all are available for free download in a digital version, because now I can (legally) make copies for my players. The way we play now is all using the same book.
The version I am settling on is Swords & Wizardry White Box. I love how wide open it feels. I've also been doing a LOT of reading of Old School blogs and found many different ways to adapt the game to my needs. I think my goal will be to start with the White Box and add any information freely found on the web and then add original material as needed.
To me it is important to pick the system first because I feel the system flavors the setting. Since I've been reading so much of the inspirational material for D&D (books listed in the appendix of the DMG) it seems to make sense to go back to the beginning: OD&D. White Box is a good fit and feels the most right for what I want to do.
I think I'll be using Obsidian Portal again to keep track of the campaign world as it is built. I like its tools and I feel it provides an easy way to access the information. Once play begins I will be posting play reports in the Adventure Logs. I'll also be linking to any inspirational materials as is appropriate. For now the formula for the campaign = Elric + Cthulhu + OD&D.
Follow Your Bliss,
JJ
A personal journey of exploration and examination into the roots of my passion for role-playing games and a place to share that passion with a new generation of gamers.
Showing posts with label Recommended Reading. Show all posts
Showing posts with label Recommended Reading. Show all posts
Friday, January 15, 2010
Friday, August 14, 2009
What's in a Name?
I have recently finished the first two books of Tales of the Dying Earth - The Dying Earth andThe Eyes of the Overworld - and had started a post reviewing these books in light of their implications for D&D. As I went deeper into the subject I found there was too much information to cover in just one post. So this will be the first of a series of posts covering various topics in D&D that came to mind as I read through the Dying Earth series.
One of the first things that struck me about these stories were the names: Turjan, Pandelume,Phandaal, Laccodel, Kandive, T'sais and T'sain, just to name a few. These names are exotic and colorful and truly help to evoke the strangeness of the far future Earth; they help to set the tone.
This is very important when naming NPCs for a campaign. No plain Tom, Dick or Harry will do. Names of nobles should be noble sounding; those of commoners have an earthy ring to them. Sally the bar wench works, Sally the elven princess does not. Take the time to pick names that fit the character. There are dozens (if not hundreds) of name lists on the web. I just did a Google search of "name lists" pulled up 178,000,000 sites. One is bound to have something to spark your interest.
The previous paragraph applies just as much to PCs as it does to NPCs. It may be fun to play Bob the barbarian, but it does nothing to help set a serious tone for the character, but if the style of play you are going for is humorous, then it is a perfect fit.
In the Back to (D&D) Basics campaign I'm currently running, there are clear styles of names to help foster the sense of culture and depth of background. Based on recomendations from GAZ1 The Grand Duchy of Karameikos gazetteer, the two main human populations of Karameikos have very different sounding names. Those of the native Traladaran descent have names inspired by central and eastern European countries, while those of the conquering Thyatians have Roman-like names.
Often times the names of characters mentioned in these stories belonged to great and powerful wizards of the day. Their names adorn the spells that they popularized. This brings to mind all the 'name' spells of AD&D1: Melf's Acid Arrow, Bigby's Crushing Fist, Nystul's Magic Aura, etc.Spells like these really tie the magic to the setting. Which would you rather cast - Acid Splash orMelf's Acid Arrow?
Not just the names of the characters but the names of locales were evocative of alien cultures in Tales of the Dying Earth. The lands to the far north: Grodz, Cil, Vull, and the Mountains ofMagnatz; to the south: Ascolais, the Land of the Falling Wall, Kaiin and Scaum Valley. Give just as much care to the lands in your world. Be sure to say them aloud. Some place names I've read in books and games look nice on the page, but I don't have the first clue as to how to pronounce them.
I really like the Karameikos gazetteer because it helps here as well in my current campaign. Many areas have two names: the name originally used by the native Traladaran's and the name used once they were conquered by the Empire of Thyatia. This layering of names helps build a richness of detail that brings the setting to life.
So next time you sit down to roll up a character or create a new locale for your players to explore, give some thought to the name and see what the reactions are.
Follow Your Bliss,
JJ
Friday, July 24, 2009
Recommended Reading - Tales of the Dying Earth
One of the most beneficial outgrowths of my passion for RPGs has been my love of reading. Prior to my introduction to D&D I read comic books almost exclusively. Do not get me wrong; I LOVE comics. I also feel that reading comics is reading. Many of the superhero comic book stories I read growing up are still near and dear to my heart. I could not imagine anything better. That is until I started reading background material for playing D&D.
When I started playing D&DB, and later AD&D1, I really had no idea what it was all about. There were humans (ok, I can relate), elves (Santa's little helpers?), Dwarves (Grumpy? Sleepy?), and Halflings (huh?). All the primary classes were understandable enough except for the Cleric (which, ironically, was the first AD&D1 PC I played). I could relate to all the swords and sorcery in only the most general sense. I still enjoyed the game, but it still did not have a lot of depth.
I eventually came to learn that Halflings were modeled after Hobbits. Unlike most of my fellow freshmen, my English class did not read The Hobbit. It was not until my sophomore year that I read the Lord of the Rings trilogy, and even then, only as an extra credit assignment. I do have to thank Bro. Joseph (I went to a high school run by the Brothers of the Holy Cross) for pushing me to read those books; it plunged me into the sea of fantasy (and science fiction) literature that I so love to swim in.
Later (probably when I was a junior or senior in high school), as I explored the Deities & Demigods rule book, I chose to look into Elric as well as Fafhrd and the Gray Mouser. I have the Science Fiction and Fantasy Book Club to thank for most of the compiled editions of these books and others. And later still I discovered the Inspirational and Educational Reading list in the back of the AD&D1 Dungeon Masters Guide (DMG Appendix N: pg. 224, if anyone is interested). From here I read about the Paladin in Poul Anderson's Three Hearts and Three Lions. My list continued to grow from there.
In an effort to embrace the concept of Back to Basics that this blog is about, I decided to go back to this reading list and start working on items I have not yet read and revisit the ones I have to plunge beneath the service of this rich and creative sea of source material. I'll be sharing my experiences as I read these classic works of fiction. To start things off I have selected Jack Vance's Tales of the Dying Earth. This tome is actually a compilation of four novels in the series.
This series of books is most significant because it provides the source for early D&D's approach to magic. Spell casters must memorize or imprint the spells they wish to cast into their mind. Once the spell is cast it is gone from memory and must be memorized again if the Wizard or Cleric wishes to cast that particular spell again. This process has become dubbed 'fire and forget'. In addition, each caster may only retain a certain number of spells in their mind; this number increases with the level of the spell caster, equating level with real-world experience and practice. It is also known that Venca (of lichdom fame) is an anagram for Vance.
I picked up the book yesterday from the library and started reading it immediately. I was hooked before I finished the first paragraph. I'm only two chapters into it at this point, but I am thoroughly enjoying this read. I'll be sure to post more as I delve deeper into it's copious pages. Look for updates and more recommended reading suggestions in future posts.
Follow Your Bliss,
JJ
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