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THIS IS A BLOG ABOUT STORIES AND STORYTELLING; some are true, some are false, and some are a matter of perspective. Herein the brave traveller shall find dark musings on horror, explorations of the occult, and wild flights of fantasy.

Showing posts with label Arthur. Show all posts
Showing posts with label Arthur. Show all posts

Wednesday, October 21, 2020

THE ADVENTURE OF THE GREAT HUNT: A KING ARTHUR PENDRAGON REVIEW

“For I have promised to do the battle to the uttermost, by faith of my body, while me lasteth the life, and therefore I had liefer to die with honour than to live with shame ; and if it were possible for me to die an hundred times, I had liefer to die oft than yield me to thee; for though I lack weapon, I shall lack no worship, and if thou slay me weaponless that shall be thy shame.”

Malory, Le Morte d'Arthur, Book IV Chapter X




IF YOU HAVE READ any of the reviews here, you know I like setting the stage with backstory.  Games, like films or novels or any other sort of story, don't exist in a vacuum but have history and context.  In talking about The Adventure of the Great Hunt, a quick-start scenario that gives us a preview of next year's King Arthur Pendragon 6th edition, things are a little different however.  I've pretty much already set the stage in my 2019 review of the current edition.  If you would like more context, gentle reader, I refer you there.

The Adventure of the Great Hunt (hereafter just Hunt because nothing is as unlovely as typing TAotGH over and over again) is a free 26-page PDF released for WeAreAllUs 2020, a celebration of the life and work of Chaosium-founder and master game designer Greg Stafford.  Again, I have already written about Greg and how his passing affected me, so we can move on.  Greg considered Pendragon his masterpiece, and that is saying something.  Aside from creating Glorantha and Chaosium, his contributions to the hobby are staggering.  With Ghostbusters he gave us dice pools.  With Prince Valiant, the storytelling game.  As John Wick (Legend of the Five Rings, Houses of the Blooded, 7th Sea etc etc) put it, "if you believe you've come up with a clever mechanic, Greg Stafford already did it."  So it seems right for Chaosium to remember his passing this year with a sneak peek at what he considered to be the "ultimate edition" of his greatest game.

It feels a bit pointless reviewing free downloads.  If you are reading this review you probably already have it.  If you don't, I am not sure why you are reading the review.  Yet if for some reason you haven't gotten a copy yet, I urge you to do so.  Written by Stafford with assistance from David Larkins, layout by Simeon Cogswell, and art by Riley Spalding, Kalin Kadiev, and Eleonor Piteira, Hunt is a splendid little treasure, and eight-page scenario steeped in both the medieval tradition of the Hunt and in the Arthurian tradition of symbolic and/or magical beasties.  Set nominally sometime in the Conquest Period (519-530 AD) of the The Great Pendragon Campaign, the player character knights are guests of Sir Servause le Breuse, a renowned hunter.  After feasting his guests, Servause's household unexpectedly receives Sir Ector, foster-father to the King.  His lands are being ravaged by a dragon, and being of advanced age, no true knight could forgo aiding him.  Yet dragons are not easy creatures to beat, and Servause comes up with a novel suggestion that sets events in motion.

This is Stafford at the height of his Pendragon powers.  The set-up, where Servause makes his suggestion to the players, could easily come out of the pages of Le Morte d'Arthur.  For example;

“The panther is a great cat of variegated color, known for its kindness and gentility. All beasts are its friend—save for the dragon! When the panther has eaten its fill, it sleeps for three days. When it wakes, it emits a belch of sweet perfume, not unlike the aroma of all-spice..."

Much like Glorantha, the Britain of Pendragon is not the typical fantasy world of "mostly sciencey with a dash of magic added."  It is what Malory and other medieval romanticists thought it to be.  Hunt evokes this marvelously.  Playing through it, there is no doubt you are playing Pendragon.  It simply could be nothing else.

In addition to the scenario, there is a two-page appendix of hunting rules, three pages of pregenerated player character knights, and--in what I suspect many of you have been waiting for--a six-page preview of next year's 6th edition rules.

From the taste we have been given here we are looking at more of a refinement than an overhaul.  There are tweaks, but nothing quite like the changes between, say, the 3rd and 4th editions (yes, "Celtic magic system," looking at you).  The Appearance Attribute, for example, is now "Appeal," but functions the same way.  The most interesting tweak is the apparent highlighting of "Honor."  Always a vital part of the game, it now seems to have been elevated up beside Glory in what drives and motivates a knight.  Glory accumulates, but Honor can be lost, and if too much is lost, the character is no longer recognized as a knight.  As I said, this was in Pendragon before, but it seems spotlighted in this preview.




There are a few other surprises, but people new to Pendragon will not notice and experienced players should probably just download the PDF and take a look.  One thing that should be said, however, is that the look of this PDF bodes very well for the new edition.  Pendragon 5.2 is a fine looking book, but the design here suggests the new Pendragon will be more like Call of Cthulhu 7th edition or the new RuneQuest in being laid out with richer backgrounds and better art.  The PDF genuinely looks like an illuminated manuscript.  

This is a terrific Arthurian adventure, and the perfect example of why Pendragon remains one of the best loved and most celebrated games of all time.  Veterans will love it, and it is just light enough to introduce new players to the game.  As a free gift to fans, it is a perfect way to remember Greg for 2020's WeAreAllUs.  I suspect that watching us from distant Avalon (or probably, knowing the old shaman, from visions in his Crystal Cave), Greg is grinning.


 

Monday, May 13, 2019

KING ARTHUR PENDRAGON 5.2

THE COMING OF THE KING

BY THE TIME I started playing their games in 1982, Chaosium already had something of a reputation.  Though no one was using the term back then, Chaosium appeared determined to be the first real publisher of what we now call "Indie" games.  While most publishers were either trying to "fix" D&D, rip off D&D, or adapt D&D to other genres, Chaosium was cornering the market on deeply literary, art house products, seemingly disinterested in the pop culture trends informing the developing RPG hobby.  At a time when Tolkien and Star Wars increasingly determined the conventions of tabletop role-play, Chaosium was drinking from a very different well.  Just look at the history.   




Chaosium's first RPG was RuneQuest--a game inspired by ancient epics and the academic theories of thinkers like Mircea Eliade and Joseph Campbell.  RuneQuest had no orcs, no knights in shining armor, no recognizable Dark Lord.  There were no jovial halflings, singing elves, or dour dwarves.  Instead, RuneQuest featured a bewildering array of invented gods and exhaustive ruminations on mythology.  The most polite word for this game was "niche." Soon after, as the entire point of contemporary RPGs seemed to be accumulating levels and treasure, taking down bigger and badder adversaries, and climbing to greater heights of power, Chaosium followed RuneQuest with a game that  turned all the burgeoning conventions of RPGs on their head. Call of Cthulhu, a game based on the writings of pulp writer H. P. Lovecraft had its characters spiraling into despair, madness, and death.  These weren't heroes, they were investigators, and horrifically out of their depth.  Add to this the fact that in 1981, outside of French academia and those lucky enough to own hand-me-down Arkham House collections, Lovecraft's "Cthulhu Mythos" was practically unknown, and Call of Cthulhu becomes a very art house choice for a company's second RPG. 

Fantasist Michael Moorcock was certainly better known than Lovecraft, but the publication of Stormbringer that same year was yet another example of Chaosium refusing to "just do" Tolkieneque high fantasy like everyone else.  Moorcock--who years later would be nick-named the "Anti-Tolkien"--famously rejected the creator of Middle-earth in his classic 1978 essay, "Epic Pooh." By making Stormbringer their third RPG, Chaosium doubled down on its own rejection of expected fantasy RPG tropes.  Three years later, at the very height of Star Wars fever, Chaosium yet again zigged while the rest of the industry was zagging with the hard science Ringworld.  Based on the works of acclaimed writer Larry Niven, Ringworld was another example of the emerging Chaosium pattern; go with the literary rather than the cinematic, the niche rather than the popular.

That Chaosium not only succeeded with these games, but in fact became an established brand through them, says something about the times.  Before video games, binge-watching, or the Internet, nerds were bookish.  The first generation of gamers in the 70s and early 80s didn't just read Tolkien, they read Howard and Poul Andersen, Fritz Leiber, Roger Zelazny, etc.  Gygax's Dungeon Master's Guide came with an impressive bibliography.  Thus, when eleven-year-old me first encountered Stormbringer and Call of Cthulhu back in 1982, the first thing I did was go back into the literature, reading every piece of Moorcock and Lovecraft I could get my hands on. RuneQuest had had a similar effect on me.  I read everything from the Iliad to Eliade.  Literature was the primary fuel for roleplaying.




Timing is everything, however, and the moment when Chaosium forever defined itself as a gateway drug into classic literature came in 1985, just as the rest of the hobby seemed to be turning away from literature towards television, cinema, and eventually—in a predictable display of inbreeding—itself for inspiration.  With Dragons of Autumn Twilight sitting on bookstore shelves, marking the dawn of an age when games now produced their own insular literature and mythology, Chaosium did exactly what they always did and went in the opposite direction.  Greg Stafford, who had already given us Glorantha, wrote his love letter to Sir Thomas Malory and 15th century Arthurian Romance.  If Call of Cthulhu was Chaosium's greatest commercial success, this game was their greatest artistic one.

It's name was
King Arthur Pendragon 

A winner of Origins awards for Best Roleplaying Game Rules and Adventures, the Diana Jones Award for Gaming Excellence, and an inductee into the GAMA Hall of Fame, Pendragon is ranked 5th in RPG.net's highest rated games, and consistently mentioned by both gamers and game designers as a groundbreaking and seminal work. Stafford himself viewed the game as his "masterpiece."  At the end of last year, Pendragon returned home to Chaosium with a new edition, "5.2."  A more polished revision of its two previous editions (5 and 5.1), the new Pendragon is the definitive incarnation of the game.  If you like your games literary, thoughtful, and thrilling, Pendragon needs to be on your shelf.          

THE ONCE AND FUTURE GAME 

Pendragon is, obviously, a game set in Arthurian Britain.  Given 1500 years of telling and retelling these stories, however, that covers a lot of ground.  Specifically then Pendragon is the unofficial Le Morte d'Arthur RPG.  Despite Stafford's discussions of the English, French, Welsh, and contemporary versions of the cycle (and how to include elements of them in your campaign), what is clear is that Thomas Malory lies close to the heart of the game and defines its parameters.  This means Pendragon is a game about knights; there are no rogues, no barbarians, no clerics, and no magicians...at least not as player characters.  There are no dwarves or elves (again, not as player characters).  Your character is an armored warrior in a feudal system of vassalage, and expected to follow a code of chivalry.  It also means that your character's traits and passions are going to be front and center in the game.  Malory distinguished his bewildering array of knights by focusing on their personalities; Galahad was chaste, Gawaine lecherous, Argravaine a bit cruel.  Lancelot was defined, for good of for ill, by his passion for Guinevere.  Because these things were important to Malory, they are important in Pendragon.  Finally, it means this game is going to be a bit anachronistic.  Malory's work was published in 1485, roughly a thousand years after the period it was set in, and the world he portrays looks a great deal more like his than post-Roman Britain.  Pendragon deals with this in a very clever way, which we will get to in a moment, but players need to be prepared for shining  armor, jousts, and courtly love.




Pendragon campaigns tend to cover the same period of time as Le Morte d’Arthur as well; namely from the reign of Arthur’s father, Uther, up through Arthur’s “death” and being spirited away to the isle of Avalon.  This is about eight decades of game play, and to accommodate this Stafford builds in the conceit that player character knights have one adventure per year.  Aside from the adventure itself, there is a year-end winter phase, when the GM and players manage the knight’s estate, arrange a suitable marriage, and go about the business of producing heirs who will then become the new player characters when the original ones are too old for adventure.  A player then might end up roleplaying three of four generations of characters.  It’s not merely a clever way to get through the whole of Arthur’s reign, but also goes to the root of another very authentic Malory concern…lineage.  Arthur’s story is, after all, just as much Uther and Mordred’s as it is his own.  

Pendragon uses this pacing to do something else rather extraordinary.  When the game begins under the reign of Uther, it is very 5th century Britain.  The armor is a bit anachronistic (Norman), but the character’s estate is likely to be a ruined Roman villa or a wooden motte-and-bailey castle.  Life is Hobbesian; chivalry is not yet a thing and there is nothing resembling courtly love.  Magic and the supernatural are also quite rare.  Yet as the game passes through phases of Arthur’s reign, the arrival of the King unleashes a sort of magic over Britain.  Time accelerates, so that you race technologically through a thousand years of medieval history.  By the end, heavy plate armor, magnificent soaring castles and towers, high chivalry and courtly love all exist.  At the same time, magic increases.  Supernatural creatures and Fae knights make their appearances, as Britain becomes idealized and enchanted.  Of course Arthur’s death will end all of this, and the Dark Ages will rush back in, but for one brief, shining moment, there was Camelot.  Stafford brilliantly made Malory’s anachronisms a feature rather than a bug in a way that also allows groups to experiment with “different” Arthurs…one phase can be the historical Arthur, the next the old Welsh Arthur, later the English Arthur or the French Arthurian romances.  

The system itself is something of an evolution of the classic Chaosium “basic roleplaying” rules and a precursor to the engine driving Hero Wars and Heroquest.  It uses a d20, with the player attempting to role less than or equal to his rating in a skill or trait.  A critical success is achieved by rolling exactly your target number; if your skill is 16, rolling a 16 is a critical.  A 20 is always a fumble…unless your rating is higher than 20, in which it becomes a critical.  It’s a clever way of making sure that higher skill matters, rather than a critical being just a roll of a 1.  This universal mechanic handles all die resolutions in the game.

Since the player characters are all knights, they are distinguished from each other though what is probably the real centerpiece of the game, the system of Traits and Passions.  Lancelot was no doubt a great warrior, but we remember him for his love for Guinevere. Likewise, Arthur is revered for his sense of justice more than his jousting score.  To be true to the genre, the same has to apply to the characters in the game.




Characters are defined then by 13 pairs of opposed Traits, the sum total of each pair being twenty.  Pairs include Chaste/Lustful, Merciful/Cruel, Valorous/Cowardly, etc.  If your Chaste is 13, your Lustful must 7.  If Chaste increases, Lustful goes down.  These act as general guidelines how to play the character, unless the Traits rise close enough to 20 that you start earning “Glory” (a form of experience) from them.  Thus, if you are renowned for being a Chaste Knight, and earn Glory for your chastity, acting Lustful will probably require a roll.  If you fail your Chaste roll, you can act however you like.  If you succeed you must be Chaste, or else suffer a penalty (such as the Trait being reduced).

Passions have an even more profound effect on the game.  These can be things like Love, Loyalty, or Hate, usually targeted towards a specific person or group.  Passions can be rolled against to become inspired by the passion, gaining a bonus for a success and a larger bonus for a critical.  On the other hand, failing them, or fumbling them, can drive the character into depression or even madness.  We turn again to Lancelot as the perfect example of this.  His Love for Guinevere (or Amor, before they became actually lovers), could inspire him to fight furiously for her if she is endangered or abducted, but a failed roll could send him years of madness as a hermit in the woods (all of which has happened in the cycle).  This may not seem terribly realistic my modern standards, but it suits the reality of Malory perfectly.

THE LATEST EDITION

Pendragon saw a first and third edition under Chaosium (there was never a second edition, or rather the project was scrapped).  These were largely consistent with each other.  The fourth edition, however, was a departure, including a player character magic system and broadening the scope beyond just Arthurian knights.  The 5th edition, crafted under the direction of Greg Stafford again, brought the original focus squarely back.  It was followed by edition 5.1, which mainly corrected the numerous mistakes in the 5th edition text and included the errata.  5.2, then, is nearly identical to the text of 5.1, but it is a completely new full-color layout and gloriously illustrated.  Compatible with the previous fifth editions and their sourcebooks (you will absolutely wish to have a copy of The Great Pendragon Campaign, a year by year walk through of Arthur’s reign complete with hundreds of adventures, stats, and a bestiary), it is the cleanest to read and the most pleasing to look at.  With RuneQuest and Call of Cthulhu, Pendragon is part of the Chaosium holy trinity and it is only natural to have them all back in glorious color editions now.  The game’s influence over the latest edition of RuneQuest is obvious, and it feels “right” to have it back.  And Chaosium seems committed to the line, with a sister game, Paladin, that uses the Pendragon engine to bring to life the Charlemagne Cycle, already available.




Ultimately however it is not Pendragon’s position in the history of the hobby that keeps it in print; it is the fact that it continues to offer a play experience not available anywhere else.  It’s devotion to its literary roots ensures a voice and style authentic to 15th century Romance, something no other game really does.  It doesn’t come off as D&D in Camelot—or even RuneQuest in Camelot.  It feels utterly true to its inspirations, and thus entirely unique.