Being in the Main the Mouth of Olde House Rules

Tuesday, July 28, 2020

The Orcish Enlightenment...

Old-school gaming benefits from a recurring cast of stock enemies; minions of monstrous aspect to pad armies and populate dungeons.  Traditionally, the orc has satisfied this particular need; but lately the poor orc has become, well, problematic.  I know, I know, orcs aren't even human, much less real; and inherently evil creatures of any race are simply impossible in our reality.  I've made myself clear on this point, but acknowledge that we must follow our conscience and that there's absolutely nothing wrong with the "nuanced" orcs preferred by some.  Indeed, such orcs can easily serve as stock enemies...     

Now if our only goal with enlightened orcs is to fight racism, we're misdirecting our efforts away from the actual humans we're trying to help.  But there are still plenty of excellent reasons for giving orcs a nuanced treatment; and the OSR, with its emphasis on personal creativity, agrees.  That said, here's some ways to make it happen:    

(1) Orcs are automatons, imbued by their gods with only one perspective.  Sure, these are still inherently evil; but they also aren't persons so much as an unusual golem having no discernable culture beyond acting on their programming.  There just has to be room for this sort of thing in a fantasy game, and it has absolutely no parallel in our universe.


(2) Orcs (and Drow) aren't inherently evil; but some of their numbers have succumbed to religious fanaticism, taking after evil gods.  This is similar to the Nazi cult of Hitler's Germany in its dark prime.  Hey, if orcs are a complex, nuanced race, there's no doubt some of them would turn to wickedness.  But still others would choose good, serving the orcish lords of light and fighting, perhaps alongside human allies, against the darkness.

In (2) above, evil orcs are just a faction of the whole, albeit large and distinctive enough to stand out.  It's not so much "orcs" as "evil cultists" of (insert wicked orcish god here).    

(3) Ultimately; some orcs are evil, just like some humans.  And if we can fight human bandits and diabolical wizards, we can surely fight orcs.  Perhaps an orcish warlord has arisen, amassing the worst of their kind under a banner of bloodshed.  Of course, these would be reviled by orcs of the honorable sort; and it provides a population of stock baddies to engage with proper, old-school abandon.  Call it a secular variation of (2), above.   

My beloved old-school orcs clearly fall under (1), above.  There's just enough personality to think you're engaging a person; but these aren't analogous to any so-called race, and the circumstances of their creation and continued existence should make that clear.  Everything else is what happens when we decide that orcs are people.  No, they aren't all uniformly wicked; but enough hold evil affiliations (we humans have many of our own) as to constitute a distinctive faction.  Anyway, there's never a bad reason to flex our creative muscles, even when we think we disagree with some conclusion.  Good ideas are everywhere...

Tuesday, July 7, 2020

Orcs and the End of Symbols...

There's been a lot of chatter about gaming orcs lately.  Orcs are a racist stereotype, and inherently evil orcs give cover to the idea that some races (and by extension, some cultures) are better than others.  I agree racist thinking is wrong, just as much as I admit that more nuanced orcs are a legitimate approach.  But I emphatically reject the notion that evil orcs are necessarily racist, especially when we consider the symbolic nature of fantasy.

Fantasy is allegory.  Fantasy is symbolism.  It takes abstract, ephemeral concepts and embodies them for closer examination.  Think of it as psychotherapy.  Dragons, with their hoarded gold, represent human avarice whereas orcs symbolize pure hatred for others, something everyone fears regardless of their so-called race.  These are universal concepts that speak to everyone, because the need for symbols is itself universal...

Not so much anymore.  Fantasy can't be fantasy.  It has to be a cold, naturalistic thought experiment.  Orcs can't possibly represent the concept of hatred.  Symbols have no place in the sterile imaginings of tomorrow.  A thing in a fantasy rulebook must necessarily have its counterpart in the real world.  Not a concept, but a literal, material thing.  Orcs are people of color, and all this talk of universal symbolism is just a cloak for the slavery apologists.

  
But life is more than just things.  Life is a collection of abstract, subjective experiences we must all grapple with.  Otherwise, fantasy has its flesh-and-blood realism, but loses its metaphorical soul in a Faustian bargain.  Now I'll say this just because I know it's gonna come up.  Some would blame this all on secular culture, a popular boogeyman for a certain moral faction.  I'm a secular humanist; and while I see no evidence for any supernatural claim, I see abundant evidence for humanity, physical brains, and inner lives...

And when we abandon symbolism, we abandon our humanity, which is the only thing that makes fantasy resonate in the first place.  Otherwise, fantasy is just science fiction.

Now to be charitable, if the goal is to make D&D a realistic (read: naturalistic) universe, nuanced races make sense.  The gods are aliens, magic just another natural energy to be  harnessed.  It's our world wearing new clothes.  I've long thought that modern D&D has become an Iron-Age Star Trek, complete with elven shopkeepers and spells on every street corner.  There's nothing wrong with this; it can be fun, but it's not the only way.

That said, orcs aren't people of color.  They're the cop with his knee on an unarmed black man's throat.  They're the Nazis who took my Jewish family to the camps.  Orcs are the hatred we all must grapple with, and I find it sad that those who would challenge racism are unwittingly erasing the very symbols used to describe it.  Orcs are pure, unapologetic evil, which comes in many forms.  The Klan, the Nazis, the sex traffickers.  You name it.  And we desperately need such symbols in these times lest we become the very orcs we fear...  

Tuesday, June 2, 2020

Experience (Minus the Murder)...

Killing monsters and taking their stuff; what could be more old-school than that?  But isn't violence just a way of mitigating the threat monsters represent?  And if that's the case, shouldn't we be rewarding clever players for mitigating the risk of violence as well; because fighting adds insult to injury (so to speak).  From turning on the charm and schmoozing a potential enemy to leading them on a heroic chase only to escape down a back alley, timely mitigation is a learning curve that maybe deserves experience points... 

So first off, players should only get experience for active mitigation; basically, anything requiring planning and skillful execution.  Negotiation (including bribes) falls into this category, along with active efforts to distract or defang an enemy.  Simply spying on monsters and deciding not to engage doesn't cut it; there needs to be an actual plan requiring some active execution on the part of the group.  This is the heart and soul of old-school gaming, with its emphasis on personal decision-making and problem solving:

Killing a monster nets its full experience point value because it's the riskier option; but a clever party can earn a percentage of this for non-violent solutions as follows:

BRIBERY nets 25% of a monster's experience point value plus 1 experience point per 10 gold pieces (or equal value) parted with.  Victory always has its price.


EVASION awards 50% of total experience when a monster is aware of the party and the characters assume great personal risk.  Avoiding passive enemies nets none.

TRAPS are another matter.  Some rulesets grant experience for disarming these; and the decision to award advancement lies outside the scope of this posting.

Using Holmes Basic (the only book handy at the moment), successfully bribing an ogre with 500 gp would net 31 or 25% of the giant's listed value plus 50 (500 gp/10) for a total of 81, assuming combat is otherwise inevitable.  Causing the ogre to give chase only to lose it in a nearby maze would net 62 experience or 50% of the monster's value; again, assuming the ogre would catch someone if the attempt failed - and that this was always the plan.

The above isn't perfect; but it's passable.  And it lays the foundation for even better systems for rewarding a clever party.  Old-school is killing; but it can be much more.

Some DMs think avoiding a dangerous encounter is its own reward.  They could be right, obviously; it really depends on the tone of their campaign.  But if old-school gaming is really about good strategy and tactics, it might be appropriate to reward a group with something extra for their cleverness, especially when in service to an overarching plan.  Nothing should beat gold and kills; but this might be a good way to encourage the sort of behavior we old-school enthusiasts admire.  Anyway, we'd love to hear how you handle this stuff...

Tuesday, May 5, 2020

Flagellants (Pits & Perils)...

We're of a medieval mind these days, and thinking about Pits & Perils as we dive into the coming second edition.  Here's a bit of fanaticism for your game...

FLAGELLANT

ATTACKS: 1(*)
LEVEL: 1
MOVE: 50'
SIDE: Lawful of chaotic
SIZE: M
NUMBER: 3-18 
TREASURE: B/I (*)

Flagellants are fanatical members of a religious order, convinced that the end is near and salvation lies with self mutilation.  They travel the land in groups of 3-18 (with varying degrees of sanction from their respective churches) living off alms and making a show of righteous self loathing.  Baring their backs, they whip themselves bloody, with intermittent calls for repentance and submission to their deities of choice.  There is an apocalyptic bent to their sermons, making them a common sight in times of plague, war, and woe.

Those who stop to watch these displays are free to make a donation (the offering plate is always somewhere nearby) and might even join in if sympathetic to their beliefs.  Being fanatically devoted, flagellants are lawful or chaotic only and very good at reading the room, with a 1-3 in 1d6 chance of identifying those of an opposing side or (worse still) the hated neutrals, reviled for their lack of commitment.  These are in dire need of correction and must be purified by the lash, which they reckon to be the highest honor.

Subjected to continual punishment, flagellants are treated as wearing plate mail (+3) and shield (+1) despite going unarmored at all times.  Any unmodified attack roll of 12 with their whips requires an opponent to roll saving dice or become disarmed.  Monks can engage unarmed and avoid this, although they lose ambidexterity when doing so owing to the sheer ferocity of their foe(s).  These fanatics roll all saving dice at +2, ignoring pain and other distractions in their religious zeal, making them quite impossible to reason with.