Missed Episode One? Look here.
Welcome!
"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.
Monday, July 27, 2015
NUMENERA: JIHAD, "CASTLE AVENTUR"
Missed Episode One? Look here.
Thursday, July 9, 2015
NUMENERA: JIHAD, "THE SHADOW TABLE"
It starts with the "Numenera Main Theme," the fantastic "Restart" from DigitalRepublic.
As they head for an inn to plan, panic electrifies the streets. The sky overhead darkens as if by eclipse, while bright flashes of heat lighting flicker and dance. A smell of ozone fills the air, and static electricity seems to trickle over everything. A voice speaks, simultaneously in both ears...to every man, woman, and child in Qi. Possibly even the Steadfast...
I am in Truth he that is called Durranet VI, Keeper of the Keys of Saint Calaval, who Sought and Found the Truth. I am the Father of the Steadfast, who has ascended to the Throne. Let all who would Speak the Truth and Seek the Truth know me, and witness the Truth of these words.
O my Sons and Daughters, I am in fear. The Eidolon of Those Who Went Before has shown me the Storm. I have seen the Lightnings and heard the Thunders. I have been torn by the howling Winds. It rises in the North, O my Steadfast, across the fields of Cloudcrystals, it grows in the black hearts of those who reject the Truth. It is a seed, a cancer growing in the minds of the Barbarians who cling to superstition and deny that great and glorious First Truth, the words that bring solace and comfort to all Mankind...Nothing Cannot be Understood. The spirit worshippers, the Gaians, those who deny the Eidolon who raised Men from the Drit, they sharpen their swords, yea verily even now they sharpen them! They assemble their legions, and they are coming for your children, your lands, your blessed Order of Truth. Like a living darkness exhaled from the jaws of the Traducer they spread across the sky, blotting out the Light, the Sun, the Truth. I say unto you, my Steadfast, they come out to extinguish that Holy Flame Saint Calaval returned from the Dying and Reborn Sun.
They come! They come! But to all of you I say in Truth, NOT ON MY WATCH.
O ye Nine Rival Kings, from Navarene to Milave, from the Sea Kingdom to imperial Pytharion, all of you who make your habitation between the Black Riage and the Secret Seas, lay aside all differences and be as One in the Truth! One Body, One Spirit, One Kin, holy and pure and True. Hear the call of the High Father Above to defend what is right and real. Arm and armour yourself for the Crusade! Raise your armies, ye Princes of Men, lift your weapons ye Knights, gather and form O Soldiers! For night falls and the Sons of the Light must rage against it. The Jihad is upon us for the sake of Truth!
The skies lighten, the words fall silent. Life returns to normal, but all is changed. The Amber Pope has never before spoken to the masses this way. Who are these Gaians, these enemies of Truth?
The characters ponder this, but also how to pursue their quest. Are the two connected? It would seem a stretch, but the Wastelander's strange visions urge him to think so. They debate whom to turn to for aid...one of the Nanos has contacts in the Order of Truth, and they are always keen to sponsor investigations into new numenera. And yet, under the laws of the Steadfast, the Order has the right to select any numenera recovered for itself from any expedition it sponsors. This leads to the other alternative.
The Jack knows of a collector, an extraordinarily wealthy and reclusive man in Qi by the name of Drakoven. The story goes that he sponsors expeditions for numenera all the time, and charges only one price. Anything recovered must be given to him and "scanned" by a strange machine in his possession. It is then returned unharmed to those who recovered it. Darkoven seems interested in knowledge only.
They go to him.
(This will turn out to be one of those choices that shifted the entire direction of the campaign)
Drakoven (Level 6, 7 regarding numenera) is a quiet, still man in simple black, neither overlarge nor imposing, but radiating a chill nonetheless. He meets them and after examining the crystal reveals a portal in his possession. He sets the coordinates to those in the crystal. They have but to prepare and step through...
Once ready they find themselves on the base of a smooth, black, inverted pyramid, high above the seas. On the centre of the the monolith is a door that opens every 39 seconds and stays open exactly 13 seconds. They jump through.
The gravity reverses, so now down is up and up is down. They are in the centre of a black metal labyrinth.
Once inside they find a fearful anomaly...the interior will not conduct sound of any sort. Not a word, not a tap, not a scream. Navigating the maze to its centre, they find a large round room filled with smoky black quartz crystals, some are several meters high, others litter the ground. It is a treasure trove. They find several Mass Nodules, Disrupting Nodules, and Invisibility Nodules. They even recover a Thought Storage Sphere. Strangest of all, in the bones of a long dead explorer, they find a curious cube or carved brass the size of a fist. Before they can investigate, the horror within the Shadow Table descends....
It is a Wraith, a thing of tenebrous shadow devouring living matter to exist in this dimension. Level 5, Armour 2, Damage 4. They must defeat it to survive...
Tuesday, July 7, 2015
NUMENERA: JIHAD (An Introduction)
Friday, December 19, 2014
NUMENERA IDEAS VOLUME 1: THE EIDOLON
Wednesday, November 19, 2014
NUMENERA; A REVIEW
Despite this, the two had their differences. Asimov, for example, drew a firm line between "science fiction" and "fantasy." The first, he insisted, was grounded in science and dealt with the possible. The latter, centred purely in the imagination, dealt with the impossible. But Clarke, perhaps in part as a play on Asimov's famous "Three Laws of Robotics" issued Three Laws all his own. The first of these, I like to think, was a tongue in cheek jab at his friend and rival; "When a distinguished but elderly scientist states that something is possible, he is almost certainly right. When he states that something is impossible, he is very probably wrong." He finished with the famous and oft-quoted assertion that "sufficiently advanced technology" was indistinguishable from "magic."
No other role-playing game has ever embraced Clarke's point-of-view as deeply as Monte Cook's Numenera.
A bit like Clarke, by 2001 Cook found himself in a Holy Trinity of RPG designers. Alongside Jonathan Tweet and Skip Williams he was tapped to design the d20 3rd edition of Dungeons & Dragons, writing the Dungeon Master's Guide. If you weren't familiar with his name from Champions or Rolemaster, or from his days at TSR writing books for the Planescape line, you couldn't be a gamer and escape it in the wake of the d20 system's ubiquity. Despite my own antipathy for the system, I liked Cook's work in it. His translation of Chaosium's Call of Cthulhu might have been (to me) completely unnecessary, but he pulled it off brilliantly. Likewise his take on White Wolf's "World of Darkness" was inspired. By the end of the decade he was bit of an RPG "rock star," and it was no surprise that when he turned to Kickstarter to generate capital for a new project called Numenera, he raised more than 25 times his goal of $20,000. Cook has that sort of name recognition and fan base, and Numenera is the perfect example of why he deserves it.
Depending on whether you lean towards Asimov or Clarke, Numenera is either a fantasy or a science fiction RPG. Set a billion years from now, Numenera is about the peoples of the Ninth World. At least eight previous worlds have risen and fallen back into obivion, each over a cycle of hundreds of millions of years. Some of them left behind orbital satellites to bathe the world in a massive datasphere. Some of them terraformed, and then re-terraformed, the planet. Some of them were the centres of vast, interstellar empires. Some of them mastered the fundamental laws of physics and played with them like toys. Some of them created the nanotechnology that now invisibly swarms across the planet. Some of them explored other dimensions. Some bioengineered new forms of life. And several--if not most of them--were not even remotely human.
Now, inexplicably, humans have returned to the Ninth World, though no one can say from where. Spread thinly across part of the planet in a quasi-medieval patchwork of kingdoms known as the Steadfast--and some in a wilder region known as the "Beyond"--the humans of the Ninth World dig through the ruins of the ancients collecting "numenera," a catch-all term for any and all of the wonders of the past. They are guided by the Order of Truth, a "church" of sorts led by the Amber Popes and dedicated to improving the human condition by learning the secrets of the old worlds.
If you close one eye and look at Numenera from the right angle, this is all pretty generic fare. Medieval kingdoms built on the bones of ancient, wondrous empires, bold adventurers combing dangerous, monster-filled ruins for treasures...we've seen this a thousand times before. Even the three core character classes--the Glaive, the Nano, and the Jack--look pretty much the same as the Warrior-Mage-Rogue archetypes from other games. Numenera looks the same as any fantasy RPG. But shift a few steps an take a look again. Suddenly Numenera starts to look like a post-apocalyptic future. Move a bit further and it looks like weird horror. From another angle, an almost Roddenberrian game of hope, wonder, and exploration. It can be used any of these ways. It is at its best when used in all these ways.
Which brings us back to Clarke's laws. That desert hermit, mumbling to himself? With hand gestures and incantations he can bring a rain of fire out of the sky. Is he activating the clouds of nanotech machines swarming through the air? Is it some form of pyrokinesis caused by a mutation in his brain? Does he channel extradimensional energies? In the end it is simpler just to call it what it is; "numenera," the same as the Doctor's TARDIS, the Monoliths from 2001, or the "killing words" of Dune. This is tech so far beyond us it looks like magic.
So what is the game about, then? How does it work?
Numenera is a game of discovery, where experience points are handed out for uncovering wonders rather than killing enemies. It operates around a simple d20 roll and a difficulty scale running from 1 (ridiculously easy) to 10 (practically impossible). When a character wants to attempt an action, the GM assigns a difficulty, and the player needs to roll equal to or above that difficulty x 3. For example, a chasm might require a Difficulty 4 Might roll to jump across it. Multiplying by three gives us 12, and the player needs to roll that number or higher.
What then about Difficulties of 7, 8, 9, and 10? You can't beat those on a 20-sided die.
Characters have three core attributes; Might, Intellect, and Speed. They also posses special abilities and skills. Skills can lower a Difficulty one or two steps, reducing a Difficulty 5 task to 4 or 3. Certain abilities and pieces of equipment can lower a Difficulty as well. Or, the player can chose to use "Effort," spending points from his attribute pool to lower the Difficulty. This can be risky, because your attribute pools serve as your "hit points" as well. The amount of Effort you can spend, and how much you must spend, is ruled in part by your Tier (level). A lower Tier character needs to spend more Effort to lower a Difficulty by a single step; a higher Tier character can spend less Effort to lower a Difficulty a step, and can lower Difficulties by multiple steps. It is a simple, flexible, and very elegant mechanic.
Combat, incidentally, works the same way. Your opponent has a level from 1 to 10, which determines the basic rolls you need to strike and defend against it (again, level x 3 modified by unique NPC features). In Numenera, the GM never touches the dice. All rolls are made by players. Damage is fixed by weapon type (Light, Medium, or Heavy) and reduced by armour. A roll of 17 adds +1 to damage, 18 adds +2, 19 adds +3, and 20 adds +4. 19s and 20s can trigger special effects as well. Naturally, a character's abilities affect combat and damage as well.
One of the finest features of the game is that it is "player-facing." The GM, as mentioned, never rolls dice. Instead, Numenera uses a mechanic known as "intrusion." The GM is allowed to make things "happen" that normally would be handled by a roll. Do the palace guards hear the sounds of the player characters breaking in? Does the ancient bridge collapse under the character's weight? Does the device the character is carrying suddenly malfunction? The GM can invoke any of these effects--any effect she needs to further the plot or make things more interesting--but for a price. The character affected by the intrusion is given two experience points immediately...one to keep for himself, and one to award another party member for any reason. Or, he can refuse the intrusion, and pay an experience point back to the GM. Between this mechanic, and the ease with which NPCs and creatures can be extrapolated using the simple 1 to 10 scale, Numenera eliminates the heavy lifting other games saddle the GM with and lets her concentrate on moving the story along.
Character creation is another excellent feature of the game. It basically works out to a simple sentence in which the player picks the noun, the adjective, and the verb; "I am a (adjective) (noun) that (verb)."
The noun is the easiest; it's the three "classes" I mentioned above. There are the warrior Glaives, the mage-like Nanos, and the roguish Jacks. Each gets special abilities to chose from each new Tier, as well as a base pool of points for Might, Intellect, and Speed. Each archetype comes with options to personalise the character choice.
The adjectives are things like "Charming," "Graceful," or "Strong-Willed" that bestow a package of bonuses, skills, flaws, equipment, and connections to the setting.
Finally, the verbs are things like "Bears a Halo of Fire," "Controls Beasts," "Explores Dark Places," or "Masters Weaponry." These are professions, super-powers, or character motivations that grant a suite of additional abilities that increase each Tier, as well as a wealth of character shaping details and extras.
Thus, a Numenera character might be "a Clever Jack that Works the Back Alleys," "a Rugged Glaive Who Howls at the Moon," or "an Intelligent Nano Who Commands Mental Powers." These three lenses come together to create detailed and interesting characters.
What Cook gives us then is a streamlined and very modern "D&D" with an Arthur C. Clarke twist. Much of what characters do--explore ruins, discover treasures, fight hideous creatures, navigate local politics--happens in other RPGs, but Numenera's focus never leaves the theme of wonder, of weirdness, of discovery. Whether it is science fiction or fantasy depends on how the group approaches it, and it's unique setting allows the GM and players to shape the world to their tastes. Already with a strong line up of supporting products, Numenera is a far future game with a bright future ahead of it.
Go see the Numenera page here.
Sunday, November 9, 2014
DOCTOR WHO AND THE DEATHLY HALLOWS
At a time when kids are very likely to know a teacher--or relative--who has been to war, Doctor Who spends a series dealing with it.
Doctor Who has a lot in common with Harry Potter. First and foremost, they are stories aimed at kids. The Doctor was created back in 1963 to be "H.G. Wells meets Father Christmas," and has stayed fairly true to that formula ever since. Because of this, expecting Doctor Who to be Battlestar Galactica is a bit like expecting Harry Potter to be Game of Thrones. It is meant to be whimsical, to have its absurd moments of wild imagination, and to the adults in the room, to frequently be unbelievable. When I hear someone complain about Who's sillier moments, I wonder if they are the kind of people who also complain about the violations of basic physics in the old Warner Brothers Roadrunner and Coyote cartoons.
Monday, September 10, 2012
ON FAIRY TALES
I am a firm believer in the Fairy Tale.
As an art form, I mean. That fairy tales are global and universal should probably tell us something about how essential they are to the human condition, but it is easy to overlook in a modern society where there is increasing pressure upon children (and adults!) to focus on “the real world.” There is also a very modern conceit that our ancestors were foolish because they believed in such stories, but this is a leftover of bad Victorian era scholarship. The truth is, pre-modern people told fairy tales for the same reasons we should; not because they believed them to be literally true, but because they knew them to be fundamentally true. To paraphrase G. K. Chesterson, the value of these stories was not in that they told people that dragons existed, but rather than dragons could be beaten.
Under “Fairy Tale” I would argue it is possible to lump the modern genres of horror, fantasy, and even comic book adventure so long as these conform to certain parameters. I would argue, for example, that Doctor Who, Dracula, and The Lord of the Rings are fairy tales while Battlestar Galactica, The Call of Cthulhu, and Howard’s Conan stories are not. Because it isn’t that fairy stories are aimed mainly at children—Draculacertainly was not—but because they all promise that no matter how dark, how horrible, and how terrifying the places they will take us into are, we will come back out into the light. You simply know, in a fairy story, that the dragon doesn’t get to win.
The dragon can’t win, because the fairy story is relentlessly humanist. The good guys beat the bad because this is how it should be, because it reaffirms our inate sense of justice. It doesn’t necessarily have to be easy, nor is it usually free. Stoker’s band of vampire hunters suffer horrific losses before defeating Count Dracula, and Frodo endures all manner of hardship in his quest to destroy the Ring. But there is never any doubt that Dracula will be dusted and the Ring melted down, and the reason people read such stories again and again and again is that they reinforce that most ludicrous and human of qualities…hope. When a child asks breathlessly to hear the same story again, it isn’t because he or she doesn’t know the fable word for word and line by line, but because taking the journey once more makes the world seem less random and impossible. It gives them hope.
As an intellectual I can extol the virtues of H. P. Lovecraft, because his horror fiction portrays an image of the world as it is. Not that nameless gods and unspeakable alien horrors surround us, but because Lovecraft understands that the universe is vast, mankind is impossibly small, and that the former doesn’t particular notice or care that the latter even exists. But as a magician I can never be satisfied by Lovecraft in the same way I can by Stoker, because Stoker is reaffirming the value of my humanity. This may well be an illusion, but it is an illusion we all need to get out of bed every day.
Mind you, not every fairy tale needs a happily ever after, so long as it affirms human standards and values. In the earliest versions of Red Riding Hood, the girl ends up eaten. But she was eaten because she willfully violated those two most sacred rules—keep to the path and don’t talk to strangers—and the message is still positive because it illustrates to the listener why these rules must be followed. Had Lil’ Red kept to the path, ignored the wolf, and been eaten anyway, it wouldn’t be a Fairy Tale…it would be a tragedy the likes of which fill the media everyday.
Perhaps because I am a cynic and a realist, I find fairy tales far preferable to the alternative. There was no doubt that the Bride would get her just revenge in Kill Bill, that Harry would eventually defeat Voldemort, or that the Doctor will defeat the Daleks every time. Joining them as they accomplish these things is both cathartic and healing, and I daresay even vital. Because if human beings did not—like Alice—dare to believe impossible things, we would all still be living in caves.
Friday, June 22, 2012
LOVECRAFT - A LOVE LETTER
"One can't write a weird story of real power without perfect psychological detachment from the human scene, and a magic prism of imagination which suffuses them and style alike with that grotesquerie and disquieting distortion characteristic of morbid vision. Only a cynic can create horror—for behind every masterpiece of the sort must reside a driving daemonic force that despises the human race and its illusions, and longs to pull them to pieces and mock them."










