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"Come now my child, if we were planning to harm you, do you think we'd be lurking here beside the path in the very darkest part of the forest..." - Kenneth Patchen, "Even So."


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 Mythos. Show all posts
Showing posts with label Mythos. Show all posts

Saturday, July 12, 2025

KaijuCon 2025, Nagoya Japan


 Signed copies of The Sutra of Pale Leaves today, including the second volume which has not been released yet but includes my first official Call of Cthulhu scenario, “Wonderland.” Then I ran a three hour session of Six Seasons in Sartar and a debut three-hour “Wonderland” session. 














Tuesday, July 1, 2025

Through the Looking Glass: "Wonderland" and The Sutra of Pale Leaves

One pill makes you larger, and one pill makes you small, and the ones that Mother gives you, don’t do anything at all…

My grandmother passed away just months before my birth.

Had I been female, I would have been named for her. But, born with a penis, I was an Andrew instead. 

I was almost an Alice.

No wonder Wonderland was always waiting for me.


And if you go, chasing rabbits, and you know you’re going to fall… 

Perhaps the best place to start is to remind ourselves that Hastur, Hali, Carcosa, and the King in Yellow were not created as part of the Cthulhu Mythos. 

They predated it.

All but the “King in Yellow” and the “Yellow Sign” first appear in the work of Ambrose Bierce (1842-1914), whose “An Inhabitant of Carcosa” was published in 1886. Eerie, dream-like, and haunting, the protagonist of the tale wakes from a fever (we will be getting back to that) to find himself in an unfamiliar countryside. Meditating on the philosopher Hali, he thinks about the nature of death as he follows an ancient road to see where it leads. The land around him is littered with tombs and tombstones. When he arrives at last at the ruined city of Carcosa, he recalls that he was once a citizen there, and realizes that he is himself long dead.

But if Bierce would go on to be remembered for other things—“An Occurrence at Owl Creek Bridge” is one of the pre-eminent works of American literature, and The Devil’s Dictionary is a piece of satire that favorably compares with Voltaire—he was also Patient Zero of a virulent form of fever. 

Fevers are fascinating things. Frequently they spread, passed on from victim to victim. The skin is cold and clammy, there are chills, restlessness, edginess. In some cases hallucinations. We say that artists in the zone work “feverishly.” Lovers are called “feverish.” Intoxicated people resemble the fevered. And so do all those who have seen the Yellow Sign.

Only four of the nine short stories comprising Robert W. Chambers' (1865-1933) 1895 collection, The King in Yellow, can actually be categorized as horror or weird fiction, but those that are make an indelible mark on the genre. Here the Hastur we know really begins. Bierce was Patient Zero, but the virus he passed on to Chambers mutated. The stories in The King in Yellow are linked by three internal elements: an obscure book and play also called The King in Yellow that infects readers with a slowly growing madness, a symbol or sigil called the Yellow Sign that has much the same effect as the play, and the King in Yellow himself (aka the King in the Pallid Mask), a terrifying entity who seems to be both the essence and the manifestation of the book and the Sign. Masked (or IS he?), he recalls the Plague Doctors of 17th century Europe.

The Bierce connection comes in the borrowing of Hali, Carcosa, and Hastur. Chambers uses these as set pieces in little snippets of the play, The King in Yellow. Carcosa, on the shores of Lake Hali, is no longer on Earth but on a world with twin suns and black stars in or near the Hyades. Hastur is no longer a pastoral shepherd god but something decidedly more sinister. We don’t properly get much of the play, but what we do see recalls both Poe’s “The Masque of the Read Death” and “The Fall of the House of Usher,” with an ancient royal dynasty seemingly meeting its fate at a masquerade.

H.P. Lovecraft read Chambers in 1927, caught the same virus, and named dropped The King and Yellow and Hastur in 1931’s “The Whisperer in the Darkness,” along with the Lake of Hali and the Yellow Sign. Lovecraft never actually wrote about Hastur and company, that was for disciples like August Derleth and Lin Carter to do, but he passed the fever on and made it part of the Mythos.

The fever we would seem to be tracing here then is kind of a viral meme, a set of names and concepts spread by language from one mind to the next. Its vectors—the living organisms that pass a virus along—were Bierce, Chambers, Lovecraft, Derleth, Carter, Blish, and many many others. Now you can add my name, and the names of all the authors of The Sutra of Pale Leaves (Damon Lang, Jason Sheets, and Yukihiro Terada), to the list of culprits as well.





When the men on the chessboard get up at tell you where to go... 

The Sutra of the Pale Leaves, the latest campaign to be released for Chaosium’s legendary game of cosmic horror, Call of Cthulhu, is a new take on Hastur and the Yellow Sign, at least so far as Call of Cthulhu is concerned. The King in Yellow has been part of the game since its initial publication in 1981, just about a century after the meme first appeared. Call of Cthulhu has tackled Hastur in campaigns like Tatters of the King and Ripples from Carcosa, but in a fairly traditional manner. Encountering him, reading The King in Yellow, and seeing the Yellow Sign are all accompanied by the game’s signature mechanic, SAN loss. The implication of this is that encountering Hastur is like encountering any other element of the Mythos, the human mind is damaged by learning too much about the true nature of the cosmos.   

But Hastur doesn’t quite work like that. At least not in Chambers. The King in Yellow infects. It gets under your skin. Reading the Necronomicon destroys the mind through revelation, but the dreaded tome is indifferent to you reading it. The King in Yellow by contrast wants to be read. It is inviting you to the dance. Reading The King in Yellow starts out as a fairly pleasant experience, innocent, lyrical. Only in the second act does the hammer come down, and by then it is too late. The play has you, like a drug trip that starts out fine but then goes very wrong, or Bierce’s protagonist who only realizes after that he is already dead. The play is sugar-coated. A razor blade hidden in a mound of cotton candy. It is a very different kind of evil.

A few years ago I was approached about The Sutra of Pale Leaves to see if I wanted to contribute to it. I was intrigued because it was a campaign set here in Japan, and even better, set during the “Bubble Era” of the late 1980s. Japan--where I have made my home nearly a quarter century now--had one hell of a fever about a decade before I arrived. Between 1986 and 1991, the Japanese economy soared higher and faster than even the most severe febrility. If you were anywhere on the planet back then, Japan was the new buzzword. When I was a child, Japan was known mainly for cheap but reliable cars, cheap but reliable radios, and the plastic and rubber toys in our closets. By the time I was an adolescent, however, Japan seemed poised to inherit the world. The science fiction of the period--like Gibson's classic Neuromancer or in films like Blade Runner--depicted a distinctly Japanese future. Japanese anime was winning global fans, their video games were dominating the market, and they were terrifying American conservatives by buying up American landmarks. And all of this was nothing compared to what was actually going on back in the nation of Japan itself.

A deeply conservative culture, where restraint, frugality, and modesty are defining aspects, the Bubble (as this period came to be known) changed everything. Having leapt into position as the second largest economy on the planet, and with a super-charged yen, disposable income was plentiful and consumerism and materialism were rampant. The young began to flock to urban meccas like Tokyo for the excitement, the opportunities, and the nightlife, a trend that even today leaves rural Japan filled with ghost towns. It was the rage to carry and clothe yourself in expensive Western brands, to flaunt your wealth and status. Alcohol overuse and experimentation with drugs (unusual for this no tolerance nation) boomed. Sexual experimentation, taboo-breaking, and youth culture upended a society built on seniority first. The music, the entertainment, the clubs all became edgier and pushed the limits. In the Bubble, Japan was having a party, and it was a wild one.

It was the perfect setting for the King in Yellow to make an entrance.

Aside from the lure of the setting, the indie game studio behind the Sutra, Sons of the Singularity, was based here in Japan and already had a reputation for doing products that “got Asia right” (something we have not always seen from Call of Cthulhu products). There is a tendency to fetishize Japan, and while the Japanese do not get bent out of shape about it (they found all of the Yakuza running around with samurai swords in Kill Bill just as amusing as the rest of us), a great many Western-written game books get lost in the weeds of ninjas, geishas, and katanas. I knew from their previous work the Sons were not going to fall into that trap.

But what really got me hooked on the idea was the approach they were taking to the King in Yellow. 


Go ask Alice, I think she’ll know…

The Sutra of Pale Leaves is about an Eastern manifestation of the King in Yellow, the Pale Prince, and instead of a play the Prince is associated with a scripture known as the Sutra of Pale Leaves. The work originated in India and migrated east, first into China and later Japan. Unlike most Mythos tomes, the Sutra does not drive people mad by revealing incomprehensible cosmic truths. Instead, it is a virus. Rooted in the Japanese concept of kotodama, the idea that words possess their own living spirit and can possess the mind or alter reality, the Sutra is itself the principle antagonist of the campaign. Without giving the game away, The Sutra of Pale Leaves doesn’t blast SAN. Instead repeated exposure to it gives you a new statistic that increases with continued exposure. The Sutra gets inside you and grows.

This was far closer to my conception of Hastur and the King in Yellow than I had previously seen in Call of Cthulhu. Kenneth Hite had previously referred to the Mythos as mental plutonium, with exposure wasting and sickening the mind. The Sutra, however, was malware. I was on board right away.  

And I knew exactly what I was going to write.


When logic and proportion have fallen sloppy dead…

As the name “Wonderland” suggests I am brought Lewis Carroll into the mix.

Every since I was a child, the Alice stories have creeped me the fuck out. Somehow I inherited an old volume collecting both Alice stories, Alice's Adventures in Wonderland and its sequel, Through the Looking-Glass, and What Alice Found There, with all of the original illustrations. Pure. Nightmare. Fuel. If at the pallid heart of Chambers’ stories is a book that haunts people, that one certainly haunted me. And I was Mark Petrie, the weird little kid into horror. Still, Alice made my skin crawl.

I am hardly a pioneer in this territory. While Disney did its best to Technicolor the stories up, there were still a lot of people sensing an undercurrent of darkness there. American McGee released his dark Alice video game in 2000, following it up with Alice: Madness Returns a decade later. The immense popularity of these games spoke to the fact that many people knew there was some really dark $h!t hiding in those stories. L.L. McKinney’s A Blade So Black (2018) continued the plunge, ground-breaking in reimagining Alice as urban fantasy and a presenting a very nightmarish Wonderland. A certain game designer, He-Who-Shall-Not-Be-Named-Because-He-Was-Very-Canceled-And-I-Do-Not-Want-The-Headache-of-Putting-Up-With-the-Potential-Comments-His-Name-Might-Invoke, gave us a Wonderland ruled by vampires in A Red & Pleasant Land for Lamentations of the Flame Princess. It had, incidentally, the best in-game punishment (I mean “explantation”) for where characters go when their players don’t show up that session. We could go on. There is a lot of dark Alice out there, including The Matrix and Tim Burton’s treatment. But my “hook” for the scenario was a song. Jefferson Airplane’s 1967 “White Rabbit.” 

“White Rabbit” strikes me as the intersection between the King in Yellow and Alice. The song is, obviously, about psychedelics, and that it slid under the radar of the censors in the late 60s boggles the mind. Now there are accusations that Carroll was knowingly writing about drugs, but I have never particularly subscribed to them. In an era when opium was bought over the counter, people were drinking wormwood, and cocaine was in Coca Cola, drugs were thought about differently. But Jefferson Airplane’s song paints Alice as a kind of spirit guide into the psychedelic (go ask Alice, I think she’ll know). She knows that you can ingest things to become bigger or smaller. She’s chatted with hookah-smoking caterpillars and fallen down rabbit holes. The men on the chessboard got up and told her where to go, etc. She is being painted almost as a Decadent, a late 19th century artistic and philosophical movement embracing hedonism, breaking taboos, and fantasy over logic. They liked their laudanum. They liked their absinthe. They liked their opium. They liked anything that expanded their consciousness. Chambers made many characters in the Hastur stories Decadents, or members of the demimonde, the shadowy half-world on the liminal periphery of polite society. The King in Yellow is simply another drug they are ingesting. Subsequent writers would continue the theme. You come to The King in Yellow when you want logic and proportion to fall “sloppy dead.” Not just “dead,” folks. Sloppy dead. That’s a wet, messy death.

And bringing “Wonderland” to Japan is not as odd as it might seem.

There are, currently, five Alice in Wonderland themed bars, cafes, or clubs active in Tokyo. In the “Lolita” (ロリータ) subculture of Japan, where young girls wear Victorian or Rococo fashions, Alice is her own division of that subculture. It is not terribly uncommon to spot girls in blond wigs and powder blue Alice dress. Carroll’s work first hit these shores in 1899, with Through the Looking Glass appearing first as “Mirror World.” But Japan embraced Alice early. The stories have never been out of print here, and there have been numerous anime and manga adaptations or references. Netflix’s recent Alice in Borderland is just one of the latest. 

“Wonderland,” then, was my ode to the song, to Carroll, to Alice haunting the fringes of subculture, and especially to Chambers. Appearing in the second volume, Carcosa Manifest (the first volume of the Sutra, Twin Suns Rising, is already out), “Wonderland” is about an attempt to make the Sutra of Pale Leaves go viral in ways only modern memes can, taking advantage of a new technology emerging during that period. It is about another kind of Decadent, or resident of the demimonde, that was also emerging in Bubble Era Japan, the otaku or “geek.” These were Japanese who retreated into their own realms of fantasy, namely anime, manga, models, and games. It is also a sly nod at another brand of insanity that was spreading in Bubble Era Japan, a hobby that would eventually come to be known as table top roleplay playing games, shared hallucinations that some of us are addicted to.


Feed your head. 

Feed your head.


Tuesday, October 3, 2023

THE WINE-DARK SEA: A MUCH BELATED LOOK AT AGON

And what if one of the gods does wreck me out on the wine-dark sea? I have a heart that is inured to suffering and I shall steel it to endure that too. For in my day I have had many bitter and painful experiences in war and on the stormy seas. So let this new disaster come. It only makes one more. 

- The Odyssey

A Truly "Epic" Game

The word "epic" comes from the Greek epikos, and referred to a specific poetic meter (dactylic hexameter, to be exact). Hesiod used this meter, as did the Delphic oracles and many others. Yet because Homer used it for both the Iliad and the Odyssey, by the time it entered Latin (epicus) meant "a lengthy heroic poem."

Modern scholarship applies the word to a wide range of poems spanning thousands of years and multiple cultures. The oldest is Gilgamesh (circa 2200 - 1500 BCE). One of the most recent is the Finnish Kalevala (19th century CE). Other notable examples include the Sanskrit Ramayana (circa 6th century BCE) and Mahabharata (5th century BCE - 4th century CE), the Aeneid (29-19 BCE), the Persian Shahnameh (1000 CE), the French Song of Roland (11th century CE), German Nibelungenlied (1200 CE), and Old English Beowulf (975-1025 CE). What they have in common, and thus the criteria for what makes an "epic" a bona fide "epic," is a matter of debate. Most scholars, however, would agree on the following:

- An epic tells the story of heroes, human beings who embody the values of the civilization telling their story and who perform extraordinary deeds in service of those values.

- An epic involves intervention by gods and/or supernatural powers, either aiding or opposing the heroes.

- Descended from oral traditions, an epic uses epithets to make it easy for listening audiences to identify characters.

- An epic follows a strongly ritualized structure, often beginning with an invocation, a clear statement of theme, and following the Hero's Journey (what Joseph Campbell called the "monomyth"). 

- An epic's protagonists (and antagonists) make bold declarations and vows telegraphing their actions, often but not always including long, formal speeches.

We need to define the epic, because it is impossible to discuss One Seven and Evil Hat's 2020 edition of Agon without first doing so. The game does not have a subtitle, but if it did, it would have to be something like "Epic Roleplaying," specifically in the sense of the literary epic. The structure of the game, its design choices and idiosyncrasies, all flow from epic poetry, and in bringing this form to the table, Agon doesn't put a single foot wrong. It is an absolute bull's eye.

Agon 2006 versus Agon 2020

Agon was first published in 2006 by author John Harper. It was a "good" game, and it was clear that the author was passionate about the source material, but in Agon terms the first edition "prevailed" but was not "best." While it introduced some excellent concepts--concepts that made it into the 2020 edition and are implemented much better--it was held back by two things. 

First of all, the 2006 Agon was a bit too much of a traditional RPG. It had skills, NPCs had statistics, combat was fairly crunchy with combat rounds, wound tracks, and armor and weapons that absorbed or dealt certain amounts of damage. You and your party roamed around fantasy Greece getting into adventures. None of this was bad, but just adding elements of Greek mythology to traditional table top systems has been tried before and never really comes close to emulating the feel of mythology or the epics. Second, Agon lacked clear focus. The Olympian gods were at war with each other. The player characters got caught up in their struggles and went on quests. Again, this sounds like your typical RPG setting. Note: Harper was always up front about this. In the designer's notes of the 2006 edition he specifically describes Agon as his "take" on Dungeons & Dragons. It shows. 

The problem I think is that you can't just do a "Greek mythology" game any more than you can do an "Arthurian" one. Both genres are too vast, too contradictory, too diverse. Greg Stafford grasped this when he wrote King Arthur Pendragon. Instead of a vague and general "King Arthur" approach, he chose Malory's Le Morte d'Arthur as the skeletal structure of the game, designing mechanics specifically to emulate that. Then, with this solid foundation, he was able to layer other Arthurian sources on it.




I think this is what John Harper--who in the interim had produced several other games including the widely-acclaimed Blades in the Dark--and Sean Nittner figured out in sitting down to do the new edition of Agon. While Agon 2006 was unfocused, Agon 2020 is incredibly specific. The player characters are heroes returning home from the War, sailing for home. Along the way, they encounter a number of islands under the influence of Strife, each one a separate challenge or adventure. They try to make things right on each island with the ultimate goal of getting home. This isn't just a "Greek mythology" game, it is the Odyssey. And just as Stafford did with Pendragon, once they had this firm foundation, they were able to add other elements to it.

The other key difference, and the one that makes the new edition of Agon sing, is that in lieu of traditional RPG approaches to play, Agon looks to the epics themselves, following their highly ritualized and formulaic structures to produce a table top experience that could never possible be confused with something like Dungeons & Dragons.

Let's explore how.

Character Creation

Agon (and from here on in we are referring exclusively to the 2020 edition) begins with a chapter called 'Thesis," in which the basic premise and assumptions of the game are explained. One of the most important sections here falls on page 8, where the authors make a statement that explains not just the game but the epic hero as well:

Heroes in Agon are defined by an essential duality: the human and the transcendent. They are powerful figures capable of epic feats, but they’re also people—they can be hurt, exhausted, and heartbroken.
 
To reflect this Agon uses two resources, Divine Favor and Pathos. Divine Favor comes from pleasing the gods, whether through serving them or sacrificing to them. Pathos is a measure of the character's endurance and perseverance. We'll be coming back to these in the Contest & Battle section, but they are key concepts that needed mentioning up front. They provide not only bonuses in the game, but are sometimes employed as measures of "injury," and ultimately govern whether your character falls during the journey or makes it safely home.

Agon uses a simple dice pool mechanic. The character's aspects and traits are measured by a polyhedral die. The larger the die the more potent the trait. The game uses d4, d6, d8, d10, and d12 dice. When a trait applies, you add its corresponding die to the pool.

In character creation, the first thing you chose is your Epithet. Are you Far-Sighted? Iron-Minded? Lion-Hearted? Strong-Limbed? A generous list is provided but a player could just as easily create their own. The Epithet starts as a d6. Epithets can be improved (to d8, d10, d12) by spending Boons on them (more on these later).

Next is the character's Name. Once you choose a name you assign a d6 to it as well. Your name is your core trait. In other words, if no other die applies to the task, you will still have this one in your die pool. This might seem a bit odd to some readers, "your name is an ability?" Yet this makes perfect sense in the context of the epic. Heroes do not adventure for gold, they adventure to be remembered, for their name to live on. A name strikes fear into the hearts of enemies, a name inspires courage in allies. Your name is the sum of all your great deeds. For this reason, while other traits in Agon are improved by expending Boons on them, your Name is increased by accumulating Glory (see below).

Now you will chose the character's Lineage. Do you descend from a great king or queen? A hero? A god? Regardless you will select one of the four Domains in the game (skill sets, with Arts & Oration, Blood & Valor, Craft & Reason, and Resolve & Spirit) that you ancestor excelled in and assign a d8 to it. The other three Domains are all d6.

So at this stage you might have Silver-Tongued (d6) Nikanor (d6), Son of Kythia (Arts & Oration d8, Blood & Valor d6, Craft & Reason d6, Resolve & Spirit d6). Or perhaps Loud-Roaring d6 Nemaios d6, Son of Pelon Son of Ares (Arts & Oration d6, Blood & Valor d8, Craft & Reason d6, Resolve & Spirit d6). Your character is nearly finished.

12 Olympians are listed on the character sheet, each with a quality they embody. You will chose which god you favor most and tick two of the boxes next to their name. You make tick of three other boxes for other gods as you please. This is to establish your starting Divine Favor. More on this below.

Now decided on your character's Style. These are features that characterize them or stand out. Do they resemble animals somehow? Perhaps they are Bear-like, Hawk-eyed, or Panther-like. Maybe their eyes stand out somehow, such as Bright-eyed or Pale-eyed. Maybe you want to describe their physical form or hair. Then you described their armor and favored weapons. 

Finally, if your character is fully human, you start with two Bonds with each of the other player characters. If you chose a demigod Lineage, you start with 1 Bond with each player character and 1 Bond with your divine ancestor. 

All together, a character might look like this;


Islands of Adventure: Contests & Battles

Like the epic poetry that inspires it, Agon follows a formulaic, almost ritualistic style of play. This is mitigated however by the amount of narrative control it grants its player characters.

Before landing on an island, a leader must be chosen for the session. The Strife Player (GM) will engineer some sort of ship-board challenge or crisis. This will be resolved in a single Contest, and the Best player is the leader for that session. To explain, let's detail Contests now.

A Contest is a single dice throw, usually made by all participants including the Strife Player. For the Hero Players (the PCs) it follows four steps:

1. Face your opponent
2. Speak your name
3. Test your fortune
4. Recite your deeds

For the Strife Player, the Contest is set up in three steps: Reveal, Ask, and Judge. 

For example, the Strife Player reveals the situation. The ship begins to groan and shake as massive, serpentine tentacles emerge from the deep. A mighty kraken surfaces, wrapping its limbs around the ship and chewing at the hull with its beak! 

Usually it is up to the Strife Player to then determine what Domain this Contest is, though sometimes the Hero Players will. This is the ask stage. It is a Contest of Blood & Valor against the beast. Who will face this challenge?

The Hero Players confer and each decides how they will be responding to the challenge. in the meantime, the Strife Player assembles the opponent's dice pool. This is the Monstrous Kraken of the Black Abyss! It might roll a d10 for "Monstrous" and d8 for its Name die. To this pool the Strife Player might also ad advantage dice for any special powers the creature has or situational bonuses working in its favor. They might add Wrath dice if any of the gods are currently angered with this players. Finally, on an island they will add the Strife rating. By default this is +5, but if the players have reduced the strife on the island it might go down to +4, or if the strife had increased, it might go up to +6. The Strife Player will roll their dice pool, take the highest result, and add the Strife rating. This becomes the difficultly the Hero Players must beat.

The Strife Player rolls in the case above and gets an 8. They add +5 to this, the current Strife rating, for a difficulty of 13.

The Hero Players now speak their names and whatever bonus dice they are bringing to the contest. 

I Keen-Eyed Pythia will lean over the rail and shoot for its eyes with my bow. I call upon the Precision of Artemis to guide my aim!

I Nikanor with call upon the Daring of Hermes and slash at its tentacles with my paired swords.

I Mighty-Limbed Telos take up my spear and stab it in its side.

In the first case Pythia gets her name die (d6), her Keen-Eyed (d6), and her Domain die Blood & Valor (d6). She is also calling up Divine Favor by invoking the Precision of Artemis. She will erase one of the checks she has in Artemis' boxes and add +1d4 to her final total. This is how Divine Favor works in the game. She rolls a 4, a 5, another 5, and gets +2 on her Divine Favor Die. Player characters total their two highest dice (in this case 5 and 5 for 10) and then add the Divine favor. Her total is 12. 

Nikanor rolls his name die (d6) and Blood & Valor (d6) and also spend Divine Favor with Hermes with a +1d4 bonus. His is lucky. Get gets a 5, a 5, and a +4 for a total of 14.

The final player rolls his Mighty-Limbed (d8...he has increased it in play with a Boon), his name die (d6) and his Blood & Valor (d8). He also decides to spend a point of Pathos. This is, as we mentioned, tenacity, determination, and inner strength of will. When spent, you roll an extra Domain die, so he rolls 2d8 for Blood & Valor. He gets a 3, a 6, a 6, and a 7. His total is 13.

The kraken rolled a 13, so this is the difficult. Pythia's result is less than the difficulty, so she "Suffers." She gets only 1 point of Glory for the contest and may suffer some further consequence of failure. Telos scored a 13, this is equal to or higher than the difficulty so he "Prevails." His roll is a success and he will get 7 points of Glory (1/2 the difficulty rounded up). Nikanor has the highest roll of 14, so he is "Best." He gets the full 13 points of Glory for the contest, equal to the difficulty. If this was the initial contest to determine the leader this session, Nikanor would be it.

The Hero Players will now recite their deeds, narrating how their characters performed in order of "Suffers" to "Prevails" to "Best." Pythia describes leaning over the rail but losing her footing on the slippery deck and missing the shot. Telos describes during his spear deep in the monster's blubbery hide. Nikanor, the Best, narrates slashing at the tentacles, but also seeing Pythia lose her footing he dashes forward and saves her from falling over as well.

If all Hero Players suffer, the opponent wins the contest. This was not the case, so the kraken sinks back into the deep. The ship is spared.

Most challenges in Agon will be face with Contests, but the final climatic struggle on an island should be a Battle instead. A battle is essential a Contest but it is resolved in three rolls, not one.

1. The Clash. The Hero Players and Opponent declare their opening moves. Heroes here are allowed to declare what individual Domains their are using to resolve the situation. The winner (Best player) will add a d10 Advantage die which they may use once in the battle during the second or third stage.

2. The Threat. The Strife Player now describes what the Opponent is doing. This should include two or three "disasters." The Hero Players must decide which of them, if any, will Defend against the disasters and which of them will attempt to Seize control of the battle.

For example, the Hero Players are facing a flock of Harpies in the final Battle. The Strife Player decides to narrate two disasters. "One of the shrieking monsters seizes the daughter of Prince Delos, living the screaming girl into the air. Another attacks the temple of Apollo, threatening to tear down the statue of the god." The three player characters could all elect to ignore these disasters and concentrate on Seizing control of the Battle from the Harpies...but in this case both disasters would occur even if they win the day against the Opponent. or they could try to prevent them, Pythia saving the little girl and Nikanor rushing to save the statue with Telos tries to Seize the battle and drive the Harpies off.

3. Finale. The final rolls are all made. Whichever side Seized control of the battle determines the Domain for the final exchange. If the Hero Player lose this round, they lose the Battle, and the Opponent wins. If they win this round but failed to Seize, the Opponent is defeated by the island still suffers. If they won the Seize and the Finale, the Opponent is gloriously vanquished and the island liberated from Strife. of course this ending also depends on which Disasters the Heroes succeeded in Defending against. 

Glory, Pathos, Divine Favor, and Bonds

As we have seen, winning Contests (and Battles) results in Glory, the lion's share going to the Best player. As mentioned earlier, Glory "steps up" your Name die. At 80 Glory it becomes d8. At 120 it becomes d10. At 240 it becomes d12. This reflects your reputation, your fame, and how long your name will live on.

Pathos and Divine Favor are different. They are in many ways the heart of the game.

Are your character sheet there is a Pathos meter and a Fate meter. Pathos can be spent for an extra Domain die, but it can also be lost in specific Contests either to enter the Contest or if you Suffer. Once you lose your sixth point of Pathos you are in Agony. You either suffer a grievous injury, succumb to despair or madness, or suffer some intense humiliation. You are removed from play the rest of that session and you tick off one box on your Fate meter.

The Fate meter has 12 boxes. Each time you suffer Agony you tick a box off and move closer to your Fate. At 12, your character is removed from play permanently. Perhaps they die before reaching home, go and and never recover, are turned to stone by the Gorgon's glare. On the other hand, at the 1st, 4th, and 8th boxes of Fate you also receive a Boon, increasing your Epithet, Domain, or gaining some other bonus. In other words every Hero should march towards their Fate...it is what makes them Heroes...but they do not want to meet that ultimate Fate too quickly.

Divine Favor, on the other hand, is won during the game when you please the gods, serving them on the island or performing a sacrifice to them aboard your ship. Divine favor can be spent to add +1d4 to your dice pools, but it also brings you closer to home.


 
The group uses the Vault of Heaven character sheet to chart this. Every time to gain Divine Favor with a god or goddess, you tick one of the three boxes in their constellation. Three boxes--completing a constellation--gains the group a Boon. It also brings them closer to home. The group decides how long they want their campaign to be. For a shorter campaign, after three constellations are filled, the ship arrives home safely. For longer campaigns it is five constellations. Pleasing the gods guides you home.

At the bottom of the sheet however are ticks for the wrath of the gods. these are earned by thwarting a deity or displeasing them. One tick is a d8, two is d10, and three is d12. Gods may add these to the dice pools of your opponents, aiding them against you. 

Final mention should be giving to Bonds. These are ties between the player characters.

On departing each island, Agon enters a kind of book-keeping phase in which Pathos is healed, sacrifices can be performed, and player characters award virtue points to each other (Acumen, Courage, Grace, and Passion) for qualities they exhibited on the island. They also can renew Bonds by asking each other character questions and further developing their backstories. Bonds work like Divine Favor. You form them with each of your ship mates and can use them to add a comrade's Name die to your pool, defend a comrade and shield them from harm, etc.

Legend

The ultimate goal of Agon is to reach the shores of home having built a legend for yourself. This is a combination of Glory and your Name, your Virtues, and your great deeds. It will determine how your character is remembered and how long their Name lives on.

Conclusions

There was a lot I glossed over. Advantage dice, for example, By coming up with clever strategies, using your environment wisely, or using treasures and trophies won on previous islands you can also add to your dice pool. This is another way to keep the game fluid and dynamic.

Agon is an RPG with an endgame. You will either meet your Fate or make it home. It is also a competitive game. "Agon" means "contest" or "competition," and we get the English protagonist and antagonist from the word. The group is a team, but in the true spirit of epic poetry everyone wants to be the best. It is built into the mechanics of the game.

As I said this is a very Homeric game, but the spirit of epic poetry is alive in many cultures. This could easily be a game of Norse explorers. It would be brilliant for Beowulf. I can easily see it adapted to the Sanskrit Mahabharata or even the stories of Arthurian knights. Divine Favor can be narrated as luck or as magic to your tastes. One of its subtleties is that the GM is called the "Strife Player," in other words, just another player, and Agon could easily be played with players trading the role of Strife Player from session to session. the episodic "island" structure is very Homeric, but could be replaced withe chapters. This is a game that would be very easy to adapt.

Ultimately, Agon offers a unique style of play, hearkening back to one of the oldest forms of storytelling. It may not be for everyone, but if you have a taste for the epics it doesn't get any better than this. 

  

  

Tuesday, September 12, 2023

PLAY AS RECREATION, A Follow Up

“We live among ruins in a World in which ‘god is dead’ as Nietzsche stated. The ideals of today are comfort, expediency, surface knowledge, disregard for one’s ancestral heritage and traditions, catering to the lowest standards of taste and intelligence, apotheosis of the pathetic, hoarding of material objects and possessions, disrespect for all that is inherently higher and better — in other words a complete inversion of true values and ideals, the raising of the victory flag of ignorance and the banner of degeneracy..."
Seyyed Hossein Nasr

Apocalypse Now

In my previous posts on the Cults of RuneQuest series, and particularly my last post on games, ritual, and play, I have mentioned several times the contention that the 21st century has become completely stripped of meaning. That our language itself has been hollowed out and inverted so that words like cult, psychology, esoteric, art, and even spirit now stand for the opposite of what they originally did.  My old mentor and teacher summed it up fairly explicitly in the quote above. As a species, the last few centuries we sacrificed meaning on the altar of scientific and technological advancement, a sacrifice that was never necessary, but happened because as our increasingly polarized societies demonstrate, we find it hard to keep two conflicting ideas in our heads.   

I am not a Luddite, nor am I a conspiracy theorist. I embrace the power of reason and the scientific method, and I do not think there is some sinister Deep State or Technocracy that manipulated us into the wasteland our world is becoming. No, I suspect that the change was gradual, and started small. I suspect it was not organized at all, but one idea simply came tumbling after the other in a display of small-c chaos. And to paraphrase our favorite Vorlon, once the avalanche has started, it is too late for the pebbles to vote. I think science came along and it was a Good Thing...but I also contend we have been programmed to accept that if there is a Good Thing then its alternate must be a Bad Thing. If science was leading strides forward, tradition and meaning had to be regressive.

In discussing Cults of RuneQuest: The Prosopaedia I spoke a bit about Chaosium's primary games and how they explore the issue. Games like RuneQuest, King Arthur Pendragon, and Nephilim are about worlds still pregnant with meaning. They are not the only ones, of course--The One Ring jumps out as another immediate example--but all of them are about traditional worlds in which the characters' actions resonate not just on physical planes, but moral, spiritual, and archetypical as well. They are all settings in which being something means something. The characters have the possibility to take actions that not only move the plot or change the world, but also feed the soul.

Compare this to Call of Cthulhu. Now, Call of Cthulhu is a terrific (in the original sense of the word and the modern) game, but the point is that it's a horror game, and what makes Lovecraftian horror work is "cosmicism," the author's contention that there is no recognizable divine presence, such as a god in the universe, and that humans are particularly insignificant in the larger scheme of existence. Cthulhu embraces the post-Enlightenment viewpoint, in which existing really just means "staying alive." There is no significance beyond that. There is no soul to feed, no deeper meaning to our actions. And from this comes a sense of bleak dread.

Compare this with what makes capital-C Chaos so horrible in RuneQuest. "Endless debates define and redefine Chaos, but the overriding factor is that Chaos destroys and subtracts from Glorantha and is capable of killing even the gods. (from the Prospopaedia, p. 22)." In other words, the dread of Chaos is that it has the potential to reduce Glorantha to our world, devoid of gods, and as we know from our own history, once you kill the gods the planet comes next.

Play as Recreation

Let me quote another sufi: my mentor Nasr is one, but one of my favorite musicians--former Bauhaus lead singer Peter Murphy--is as well.

The power of poetry comes from the ability to defy logic
Defy logic often
Use a metaphor and tell us that your lover is the sky.
Tell us that your lover is the sky.

When you do that
We won't believe you,
We won't believe you
Because saying so makes no sense
But we'll see a meaning.

We'll see a meaning
The other thing is the ability to be remembered.

Understand where you came from. Understand.

Peter Murphy, Things to Remember

"Mean" is a very interesting verb. There is some contention on this but the men root may be the same as mem (like the English con and com), connecting words like mental, mind, and mean with memory and remember. They all signify, naturally, to have in mind.

Now, "mean" as a noun and an adjective, "average" and "common" respectively, come to us from different roots but when you get back to the PIE we find mei, potentially the root of men and mem above. It means "to share, to exchange." There is a broader idea here of meaning as something shared, something held in common. This of course makes perfect sense, because we cannot possibly know what anyone else has in mind unless it is exchanged and shared.

But the connection between "meaning" and "remembering" in the song above is a very Traditional (capital T) idea. When someone tells you "their lover is the sky," something is triggered deep inside us. Something stirs. Reason rejects the statement, because it makes no sense. Yet memory kicks in. Feeling the sun upon our faces. Gazing up at the beauty of the stars or the moon. The sheer sense of wonder and awe of looking up into the heavens. We remember, and because we remember, we see the meaning.

"The power of poetry" lies in this, but the power of mythology as well. None of us here truly believes there was a historical figure named Icarus who made wax wings and flew too close to the sun. But we hear the story and we remember...all those times in our lives when we overreached and failed. We are reminded and we see the meaning.

Yet the connection between meaning and remembering also connects us to Tradition, to our ancestors, to the past, because the process works equally in reverse. Because you learned the story of Icarus, because it was passed down to you over thousands of years, before you overreach you might remember it, sense the meaning, and exercise restraint. 

This is precisely what was lost on the altar of progress. The myth of Icarus does not need to be demonstratively proven true to have meaning or value. Things can exist outside of the physical phenomena science allows us to understand and still be true. 

As a side note, this is what makes Glorantha's myths so powerful. They have been constructed so masterfully that when we hear the stories, like Icarus, they trigger remembrance and meaning. The Lightbringer's Quest is a completely original unique story, but whether it is Inana's descent into the underworld or Christ's, when we hear about it, we remember.  

This is also a blog about magic, but I mostly try to keep that subject and roleplaying games separate because for the most part I am speaking to different audiences. I will say this, however, to set up my next point. I have had experiences in the ritual chamber that cannot be proven by science, conversations with gods, spirits, the dead. I've had extraordinary visions. None of which I can measure, weigh, or place under a microscope. But I know, in the same way I know the story of Icarus to be true, that they were real because they contained both memory and meaning.

The question is, as I touched on earlier, the ability to hold two opposing ideas in your head.

People who lack that ability (and I contend everyone can possesses it if they chose to exercise it) will play a game and dismiss their trusty mount, their faithful squire, the NPC their character is in love with, their mortal foe as fictions. None of these are biological entities existing in physical space and possessing nervous systems or DNA. They are just "playing" a game.

The power of poetry comes from the ability to defy logic. On the other hand, if you cultivate the ability to recognize the truth of your own experience, that it can be real without being scientifically true, those NPCs all become part of your reality. They are spirits that you interact with, connect to, and learn from. Your visits to Glorantha, Arthurian Britain, Middle-earth, or wherever become genuine explorations and journeys. You are still just "playing" a game, but it has become something much bolder. "Play" is now "recreation."

This is yet another perfect example of a word hollowed out in the modern age. Today the dictionary defines it as "enjoying yourself when you are not working." Everything must now be defined in the context of our 9 to 5 existences, after all. They are the only things that give us value.

But the Latin is so clear I hardly need to state it. Re means "again" and creatio is to "create." Recreatio meant "to be restored, to recover from illness." Now, as much as I find it amusing that the modern rebranding of the word immediately implies our 9 to 5 jobs are illnesses we need recovery from, "recreation," "play," is so much deeper. It is healing. When you play games like RuneQuest, which also help you explore worlds that have not yet been stripped of meaning and made senseless, you are being healed--slowly--of the damage done to you living in the 21st century. In the myths you explore and the legends you create at the table, you are slowly restoring meaning to your life. You are "remembering" the world your ancestors once lived in. If enough of us can remember, maybe the world can be recreated. 
 
Understand where you came from. Understand.