Friday, June 14, 2024
Exalted: 2nd Edition
My 500th book!
Thursday, June 6, 2024
(Shadowrun) Predator and Prey and Critters
Wednesday, June 5, 2024
(d20) Mindshadows
While the Mindshadows setting is inspired by the history and legends of southeast Asia (primarily those of the Indian subcontinent), it is nonetheless a work of fiction. The authors also drew inspiration from the wuxia films of Hong Kong cinema, from anime, and from a variety of standard fantasy venues. In other words, Mindshadows bears about as much a resemblance to actual Indian history, society, and religion as most fantasy settings bear to medieval Europe - which is to say, not much. If you're familiar with India's history and language, you may recognize that various words and concepts are not used in an entirely accurate fashion here. The alterations are intentional and made in the interests of a good story. No disrespect is intended.
Monday, June 3, 2024
(Shadowrun) Blood in the Boardroom
Thursday, May 30, 2024
(d20) Crusades of Valor
So here's the thing about fantasy roleplaying - it's kind of ridiculous. We can say all we want that we're participating in a modern-day version of the ancient tradition of communal storytelling. That we are carrying a torch passed from ancestor to ancestor since the earliest homo sapiens first learned to imagine the world not as it was, but as it could be. That it is a shared experience - of friendship, of creativity, of culture in its purest form.
And it can be that, sometimes. In fact, I'd say that on balance it's more enrching and fulfilling than about 90% of the stuff I do on any given day. But also, we are goofy little nerds who make up silly little bits of fluff and gossamer, stream-of-consciousness-style, with nothing even approaching a polished artistic style (it's why I took to blogging so easily).
Nowhere have I seen this dichotomy more eloquently laid out than in Crusades of Valor (Paul Cockburn). This is a goofy, goofy book inspired by a terrible historical atrocity. The "crusades" mentioned in the title may be off-brand fantasy knockoffs, but the shadow of the real Crusades looms large, both in the writing and in the aesthetics of the art. The cover has armored men on horseback, flying the Polish flag. The afterword rues the victims of September 11th. We are meant to think about the Crusades.
But what the book is about is fantasy religious wars in general. Like maybe one side follows the god of the sun and another follows the goddess of spiders (proper nouns from standard D&D canon are nowhere to be seen, but it wasn't hard to pick up on the winking) and you sort of arbitrarily assign one the role of Christianity and the other the role of Islam.
(Or, at least, I'm willing to meet the book halfway and assume it's arbitrary. Among the sample knightly orders there is a group of evil orc, goblin, and hobgoblin knights who call themselves "the Jihad" and that's not a great look.)
The end result is that you can see both halves of the essential RPGer paradox - the book takes itself extremely seriously, as befits its extremely serious subject matter, but also there are gnomes and shit.
Awhile back I read the AD&D Crusades sourcebook, about the literal historical crusades, and my reaction was essentially, "It's really uncomfortable to roleplay in this particular bit of history, I'd rather not do it, but I appreciate that they went through the trouble of shutting down the 'Deus Vult' crap." By contrast, this book is about nothing real, but its "Deus Vult" energy is off the fucking charts.
Is that okay? There's a part of me that feels like I should be a scold about this and say that it's wrong to cast a silly fantasy story in the shape of a real horror, but there's another part of me that's like, "hey, that's what roleplaying is, isn't it?" Thwarting villainous deeds will inevitably harken back to real crimes because our notions of what is and is not villainous are formed in reality. Even the super-made-up stuff like a necromancer stealing souls and animating the dead can evoke the imagery of serial killers and abusers.
Yet there is a spectrum of uncomfortableness here. Having the PCs fight a dozen goblins who have taken to banitry along the King's Road feels a lot less icky than fighting a dozen goblins marching up the King's Road under the banner of Jihad. I think it's because the former case allows you to gloss over the implicit racial coding. It's not a clash of civilizations, you're just responding to a particular set of circumstances. Except that just about every iteration of D&D has really leaned into the "clash of civilizations" mindset and used that as an explanation for why the unfortunate circumstances with the goblins just keep on happening.
So, in a way, I'd be something of a hypocrite if I didn't like Crusades of Valor.
Hmm. . .
Anyway, there were parts of the book I liked. It's engagingly written and has a good breakdown of how these sorts of identitarian conflicts can gradually escalate. There's some good advice on how to treat the pre-war period as a time of looming dread. The apocalyptic imagery of gods clashing as their respective human followers wage war down below is quite evocative. I'm really impresed with the idea that a fantasy crusade can presage a breakdown of the natural order.
The book's biggest flaw, apart from perhaps its central premise, is that a couple of pages feature these gratuitous and out-of-place pictures of naked women. They weren't particularly offensive, but they did wind up changing the book's whole vibe, and not for the better.
Overall, I thought this book was overly niche. Despite its attempts at abstraction, it really doubles down on treating every D&D religion like it was medieval Catholicism, like, in a way that goes way beyond the usual careless subtext. I can't imagine it would have very much to offer a setting that went out of its way to avoid that trope. You might get some mileage out of the include mass combat system (and the GM advice for running a wartime game is pretty solid), but it's barebones. I think, if you have need of something like this, you could do worse, but I can't imagine myself every having that particular need.
Ukss Contribution: The Order of Glass. They're the knighly crusader order who are sworn to protect the honor of the God of Thieves, which doesn't actually make a lot of sense, but I do like the name.
Monday, May 27, 2024
Coyote & Crow
Coyote & Crow put me in the difficult position of having to compartmentalize my usual nitpicking. I have a long and well-documented habit of reading a sci-fi or fantasy rpg, laser-focusing on one little bit of setting minutae (like lunar waste management or whether or not gnomes can fuck now) and turning it into a whole thing. And if I did that with this book, it would have been perfectly consistent with my established character, but it would also have been highly problematic.
Because more than just about any other book I've read, Coyote & Crow reads as a deeply personal labor of love. This isn't just a science-fantasy rpg about an alternate history where the European colonization of the Americas never happened. It's also an attempt to rebut the ideology of colonialism, both as a general historical and cultural force and as one of the unspoken pillars of the modern fantasy genre.
So I could have my usual fun of getting into the weeds of something like the setting's canonical lack of artillery or weaponized high explosives and the serious implications that would have had for the role of defensive fortifications in the All Tribes War. But that would run the risk of me spinning off into a neck-bearded rant about how, actually, the European way of doing things was inevitable. And I don't want to do that.
Besides, Coyote & Crow isn't really that type of alternate world sci-fi. Properly speaking, a lot of the miraculous technology is powered by unobtanium. Seven hundred years prior to the game's starting date, an event known as The Awis (Darkest Night) occurred. It was a massive meteor strike that led to a disruption of global climate patterns and a dramatic advance of the arctic permafrost. One of the side-effects of this is that all over the world, plants and animals gained purple markings called the Adanadi. With the proper application of advanced biotechnology, the Adanadi can be manipulated to create wondrous effects - superhuman abilities in humans and the antigravity fields that power hovering vehicles.
The result is something that strays pretty far afield from a hard sf premise of "an advanced society that explored a different branch of the tech tree" and into the science fantasy territory of "this macguffin has the exact properties necessary to advance the plot." The hovering yutsu barges carry corn-derived biological feed stock for solar-powered 3D printers over meticulously managed wilderness, and at no point is anything like a road, mine, or factory necessary to this process.
And maybe that sounds like a worldbuilding complaint, but it really isn't. It's more a recognition that the important stuff here is the aesthetic and the ideological. This is a world designed to be conspicuously non-European, to operate on an idealized indigenous mindset. For all its weakness at being alt-history sci-fi, it's actually pretty great utopian sci-fi.
I should probably unpack this a little, because Coyote & Crow takes deliberate pains to point out that its world is not utopian. And that's true if you're using "utopia" to mean "perfect paradise," but it's right in the wheelhouse of utopian sci-fi as a literary genre. The afterward, where Connor Alexander denies creating a utopia, actually does a pretty good job of summing up the difference:
If it feels like a utopia to you, maybe because Cahokia has no homeless, no involuntary unemployment, no people in debt over health care, no minorities being marginalized for their sexuality, no people going hungry, it may be because you’re not asking the right “what if” question. Try this one. What if we didn’t live under centuries of racist colonial capitalism? It doesn’t mean we’d live in a utopia. But it might mean that humans would be free to tackle bigger, more meaningful questions during our brief time on this planet.
Utopian fiction, as a genre, is an exercise in moral imagination. It doesn't have to be a world where all humanity's problems are solved, it just needs to posit a world where a different form of social organization, and its accompanying ideology, allow humanity to avoid problems that, to us, seem intractable. Despite the developer's protestations, the city-state of Cahokia, in particular, is idyllic to the point of outright romanticism.
The source of this idyll just so happens to be the fact that Cahokia is organized along a sort of idealized indigenous social schema - self-sufficient multi-generational households that practice traditional crafts (the 3D printers can create generic parts for most common technologies, but they still must be assembled and customized by the end user) and whose cultural expression favors community engagement over solitary activities. There's no real place for the anonymization of urban life, nor for capitalist alienation and the exploitation of labor. Nowhere is this system critiqued or interrogated. At one point the book says, "a vocal minority claims that The Council and the judges play favorites at best, and are deeply corrupt at worst," but there's nothing to indicate whether or not the minority actually has a point.
That's not a fault, by the way. I'd actually say that on the idealism/cynicism scale, Cahokia probably ranks roughly equivalent to Aldea from Blue Rose - it's a place that's got its shit together, so games are mostly going to focus on preserving and defending the status quo, but it's not actually a problem that threats are largely external and/or rare antisocial aberrations. Not everything has to be punk.
The comparison to Blue Rose does put me in mind of Coyote & Crow's one true weakness, however. I kind of got the feeling that the creators were operating on a shallow reference pool, re: other extant rpgs. It's just a hunch. A couple of times, they'd say something along the lines of "unlike other roleplaying games," while talking about something relatively common and it would feel like they were really saying, "unlike this one specific rpg, you know the one." I appreciate a story-focused game that eschews combat for social interaction, clever solutions, and compromise, but that's not actually as rare as the Storyguide advice seems to think.
Overall, I'd say that Coyote & Crow's system is . . . decent. It's like a streamlined version of the classic storyteller system with dramatically pared-down combat. The most novel part of it is that it uses d12s for its dice pools and the extra dice you get from rolling 12s have their successes scored in kind of a quirky way. I'm not a great fan of rolling variable dice pools against variable target numbers and subtracting one success for every die that shows a 1, but it's functional in practice. Most of the problems with that set-up come from edge cases anyways. It will probably be fine.
My final thoughts - I'm glad that Coyote & Crow exists and I'm happy to have read it. It's rare for me to finish a 450 page core book in 2 days (even accounting for the book's larger-than-usual print size) and that's almost entirely down to the novelty of the world and the boldness of its central idea. It's good to be exposed to a genuinely new perspective and the world of Makasing presents some unique roleplaying opportunities. I could definitely see myself running a game, though I'll admit that I found myself much more drawn to places like Ti'Swaq or the Ezcan Empire, which had more familiar forms of class conflict or imperial aggression.
Ukss Contribution: Little known fact about me - I love elephants. I just find them absolutely fascinating animals that have a lot to teach us about the convergent evolution of intelligence. Which is why there's only one thing that I could possibly choose from Coyote & Crow - Moobi Mosii - i.e. "Grasps With Nose." Intelligent wooly mammoths.
My notes literally say, "ZOMG!"