300 Review

I just got back from the midnight showing. Imax screen.

I could invoke the kind of hyperbole Mr. Miller invoked when he wrote the piece, the brilliant and hypnotizing colors Ms. Varley gave to Miller’s inks, or even the realization of the director, utilizing a visual medium to inspire another.

I could also send this movie to every director currently making a “comic book movie.” Here, I would say. Open up the fucking book and use what’s there. I could do that.

Instead, what I will do is say just this. Just this.

After seeing 300, I don’t need sex for a year.

Godfuckingdamn.

HotB: Domains

This next part is gonna be huge. Just Part 1 today.

Also, it’s gonna require the most playtesting. This is the most rules-heavy part of the game and I want it to work like a charm. I’ve played in a lot of different “epic” campaigns (I’m including the Camarilla and OWBN in that category) and I’d really like a system that’s simple, easy, evocative, and authentic. That’s why it’s probably full of holes right now. And that’s why I’m gonna be playtesting the hell out of it.

I assume your character is a landed noble: a ven with lands and vassals. As the last part of character creation, it’s time to determine what lands and vassals he owns.

As a beginning character, your ven owns a domain. A domain is a vague stretch of land with various geographical features. Because the sorcerer-kings not only experimented with flora and fauna, but the structure of the land itself, Shanri’s geography is a chaotic mess. Deserts next to forests, tundra next to mountains, and all other kinds of oddities.

Domain, Province, Region

The total amount of lands you own is called your “Domain.” A domain contains many Provinces. As a starting character, your Domain contains a single Province.

Within a Province are many Regions. When you spend points on a Domain, you define its Regions. You have ten points to spend on your Province. Each Province can have up to ten Regions, each Region representing a geographical feature. For example, one point can be spent on Mountains, two points spent on Plains, three points spent on Forests, etc.

A two-point Forest is larger than a one-point Forest. A three-point Mountain is huge, but not as enormous as a five-point Mountain.
Each region produces Resources: valuable commodities you can trade and develop at the end of each Season. If you have the right combination of Resources, you can develop them into Goods, such as weapons, clothing, and art. Weapons, clothing and art get you Style: something every ven cannot get enough of.

For every point you spend on a Region, it produces one Resource. So, a two-point Forest could produce one Food and one Lumber. A three-point Mountain could produce three points of Metals. It could also produce one Metals and two Stone.

Adding Regions to Your Province
Every domain may have as many as ten points of Regions within it. One of those points is taken up by your castle. (It’s a Small Castle, which you’ll learn more about in the Seasons chapter.) The second point is already spent for you as well, giving you a Small Village. Eight more points remain.

The only limitation on your points is that no domain may have more than 5 points of a single Region. You can have a 5 point Forest, but no more Forests for that domain.

Here is an example of a Domain. Lady Shara’s to be specific.

Shara’s domain consists of one Province. That Province contains:

  • Yvarai Castle (rank 1) *
  • Tudana Village (rank 1) *
  • Bangladow Forest (rank 1)
  • The Shuathan Plains (rank 3)
    (* automatic)

I took the time to name my Regions. You don’t have to, but then again, why wouldn’t you?

You may also notice I did not spend all ten points on Regions. (Only 6 points spent.) That’s because I’m saving some of my points for Vassals.

Vassals
Vassals are skilled professionals who help you with your Seasonal actions. They maintain peace, justice and order in your domain. Examples of Vassals are sheriffs, seneschals, and even spies.

Each Vassal has a cost. You must pay the people who work for you, after all. Most Vassals require at least one Food per Year, but some require more. Also, the less you pay Vassals, the more likely some other lord will send in a Spy Network to bribe them and steal them away.
Full descriptions of Regions and Vassals are in the Seasons chapter later in this book, but for now, here is a brief description so you know what you’re getting when you spend the points.

Lady Shara has 4 more points to spend. She spends them on Vassals, like this.

  • 1 Spy Network (The Dranna Crew)
  • 2 Swordsman (Vron Daladan)
  • 1 Seneschal (Trev Shona)

I named my Vassals. You don’t have to, but then again, why wouldn’t you?

Regions

Farm
Produces either Food or Industry Resources.

Forest
Produces either Food or Lumber Resources.

Hills
Produces Metals or Lumber Resources.

Lake
Produces either Food or Luxury Resources.

Mountain
Produces either Metals or Stone Resources.

Plains
Produces Luxury Resources.

Vassals

Court Sorcerer
Deals with all supernatural threats to your domain, counters any belligerent sorcery, and makes sure no (other) sorcerers practice their illegal craft in your lands.

Herald
Notifies your people of your will and news of the day. Also delivers propaganda—I mean “messages”—to your neighbors.

Master of the Road
Maintains the Road and deals with orks in your domain.

Master Spy
Helps organize your spy network and makes your espionage actions more successful.

Personal Guard
Increases your personal security and prevents assassination attempts.

Seneschal
Helps organize your castle and other vassals.

Sheriff
Maintains law and order in your domain.

Spy Network
Increases the security of your own domain and helps “investigate” other domains.

Swordsman
Serves as your personal bodyguard, makes your personal guard more efficient and handles duels for you.

Damn…

MAJOR MAJOR Marvel Comics Spoiler Ahead.

Don’t click the link unless you want to know.

And damn… that’s exactly what I would have done.

(See Play Dirty, Episode Zero.)

Printer Boggins

Spend hours and hours and hours editing your document, send it to the printer, and what comes out isn’t what you put in.

Printer demons, printer gnomes, printer devils… loads of legends about the little buggers that sneak into your printer and force it to make mistakes. Cats know this. They aren’t demons or gnomes or devils. They’re boggins.

And here’s the proof.

More evidence that you don’t protect your kitty. Your kitty protects you.

(linkthank to Zug)

Lots of News

I got the offer from Perot Systems. I start work on the 19th.

I’ll be moving in to a house. My own room, my own bathroom, a huge kitchen, a backyard, a garage (hopefully to put my muffled drum kit), and a Mac-friendly network. Regular games on Wednesday and Friday nights. Probably more.

Possible Neat-O news on Wilderness of Mirrors forthcoming.

Working on the Seasons chapter of HotB. It’s very huge. Multiple LJ entries. By the end of the week, I promise.

And I might open a game store. After I pay down my debt and pay back all the folks to whom I owe cash.

There are things I’ve done I can’t erase
I want to look in the mirror, see another face
I said never would I do it again
I want to walk away, start over again.

I left my bible by the side of the road
Carve my initials in an old dead tree
I’m going away but I’m going to be back when
It’s time to walk away and start over again.

No more rain
No more roses
On my way, shake my thirst in a cool, cool pond.

— Tom Waits, Walk Away

Crunchy, Clunky, Smooth, Funky

Out of the shower, my head full of thoughts. Have to write them down now.

___

When we were designing 7th Sea, one of the most frequent requests among the design team was “We should include this mechanic. It’s real crunchy.”

My typical response was “Crunchy is not a virtue.” Of course, this response did not win any hearts.

It was only years later that I realized what was happening. Vague terms like “crunchy” only made what was bad communication even worse.

When I read reviews and they use words like “crunchy” or “clunky” or even “elegant,” they aren’t communicating anything. The author has an idea what these words mean, but in the minds of the readers, they mean something completely different.

I ran a playtest of Houses of the Blooded last month at OrcCon and last Friday night here in Phoenix. I learned a lot from both playtests. But one thing I did not learn–a lesson I learned long ago that only became more clear–is that gamers mean very different things when they say “crunchy,” “clunky,” “smooth,” “elegant” and all those other vague adjectives.

For example. Ask 10 gamers to rate 10 games in terms of “crunchiness.” From 1 to 10. 1 being least crunchy and 10 being most crunchy.

  1. GURPS
  2. HERO
  3. D20
  4. Shadowrun
  5. Unisystem
  6. Pendragon
  7. Call of Cthulhu
  8. Burning Wheel
  9. Riddle of Steel
  10. 7th Sea

Go ahead. Rank them. See if we get any kind of concensus. We won’t, because gamers all have different ideas about these vague terms. Is Shadowrun more or less crunchy than 7th Sea? How about Hero and GURPS? Can you justify your claim?

Probably not. Asking someone how many angels can dance on the end of a pin is very different than asking them to prove their conclusions.

“Crunchy” cannot be measured, valued, weighed or even estimated. Neither can “clunky,” “smooth” or even “funky.” None of these terms have any inherent meaning. They’re just vague adjectives; shortcuts for a writer who doesn’t want to take the time to explain himself.

Let me say that again for those who are skimming: “Crunchy” is a verbal shortcut for a lazy writer who doesn’t want to take the time to explain himself.

The entire point of a review is for the author to illustrate to the reader the virtues and weaknesses of a game. To give the reader an idea of whether or not the game will appeal to him. A review is not a soapbox for you to espouse your theories of wrongbadfun.

A lot of people criticize Ron Edwards for trying to come up with clear and concise language for people who want to evaluate the technology of roleplaying games. I do not criticize Ron for this. I just don’t agree with his conclusions. But Ron is looking for a way for us to communicate in a positive, constructive way. Again, you may disagree with his conclusions, but you cannot criticize the intent.

___

Quick thoughts. Now, I’m off to talk about my new living space.

HotB: History Lesson

Those who don’t know it and all that.

Three important events in ven history.

200 Years Ago: The Betrayer War
Two centuries past, the ven were ruled by an Emperor. His name was Jayman Steele, Earl of Blayloch, Blooded of the Elk, primarch of the Steele family. His rule was hard, but not harsh. Crime was punished severely, but justice was a slow process, giving the accused opportunities to defend themselves. His mercy was rare, but predictable. He was, by all accounts, a good Emperor. He was also the last.

As his Solace approached, Steele began to seek ways to delay the great sleep, or prevent it entirely. This single occupation eventually turned into a passion, then an obsession. An obsession that drove him willingly into the arms of madness.

The Betrayer War brought together the combined forces of all Houses against the Emperor. So great was his power, even those in his own House turned against him, and even that great strength was barely enough to defeat Steele. Decades of sorcerous research empowered him beyond imagination. When he was defeated, a council of nobles gathered to determine the course of the future. It was determined that no ven should ever again be declared Emperor. Moreso, that no member of the House of the Elk should ever hold any title greater than that of Baron. Sorcery was outlawed, except for the Blooded of the Serpent who were allowed to study the forbidden art for the purposes of never allowing any future abuse of power.

The Betrayer War forever changed the face of Shanri. Steele’s researches unlocked old doors that should have never been opened. The land was filled with ancient horrors, terrible and unspeakable. The Blooded of the Falcon gave up their own lands to serve as rangers and sheriffs, protecting the common people against the horrors unleashed by Steele’s ambition. The House of the Bear, most deeply wounded by the war, retreated to the mountains to heal.

150 Year Ago: The Quiet Poison
Over the next century, the Blooded of the Wolf moved quickly to consolidate their power and fill the vacuum left behind by an empty throne. The House of the Fox did the same, but met with quick resistance from the Adrente wolves. A second war erupted, but it did not find its end on the battlefield. Instead, the war was ended on the floor of the newly created Senate.

The Senate passed what would come to be known as the War Amendment forbidding any noble from gathering armies. The nobility was permitted to keep “a small personal guard for the purposes of security and protection,” but otherwise, no soldiers, no garrisons, and no armies. Needless to say, the ven reacted to the amendment in their own way. They started gathering armies.

Because a noble was allowed a “small personal guard,” the ven began acquiring soldiers for that very purpose. The definition of “small” varied from noble to noble, from twenty armed men to as many as two hundred. After all, according to the law, nobles were also required to protect their vassals. Because vassals are property, they are—legally—an extension of the noble’s person. And so, in a moment of pure irony, “personal protection” became the key phrase that allowed the nobility to raise armies.

But waging war was still illegal. And in reaction to that clause, espionage and assassination became the primary cause of death among nobles in Shanri. For seventy-five years, the death toll became almost epidemic. The primary method of assassination was poison, providing an anonymous method of doing away with powerful enemies.

Thanks to another amendment passed by the Senate, dueling transformed from a messy and bloody exercise into pure ritual. The Dueling Act forbid casual swordplay, requiring proper procedure for the ven’s most deadly art.

From all this bloodshed, the Wolf and Fox developed the rules for duels, refining them as they murdered each other. Warfare occurred in the courts, civilized and ritualized, but still just as bloody. Finally, the Senate passed even more amendments restricting duels. Just in time for the Fox and Wolf to grab up the land left behind by the Falcon and Elk.

100 Years Ago: The Anguish
“This storm knows us,” Uvand Philo wrote. “It knows our names.”

The Storm, dubbed “the Anquish” by those who lived through it, ravaged all of Shanri. It first appeared a century ago, seemingly willful, seemingly knowing, all too deadly. A murderous Storm. It did indeed seem to know their names.

Ever since that day, the Storm returns, seeking the blood of the ven. At first, they were unprepared, their homes and villages and crops wrecked. With no foreknowledge or understanding of what they were dealing with, the ven suffered. Their only warning a distant howling wind like the cry of a wounded animal and the slowly darkening sky.

Many ven moved into the ancient ruins of the sorcerer-kings for shelter. For generations, those buildings remained empty out of fear of what may lay within, but the ven moved in out of necessity, cleaning out the vast hallways and rooms seeking shelter from the Storm.
But one ven sought truth rather than shelter. “The Storm knows our names,” he wrote. “We shall return the favor.” His name was Uvand Philo. Blooded of the Serpent, Duke of Ychara, Philo spent all his waking days searching for the origin of the Storm and all his nights communing with the suaven, seeking their wisdom. It took him fifty years, right up to the edge of Solace, but in the end, he found what he was looking for. He went to a particular aelven danna ruin with three others. Of the four, only one returned. Danaria Del, Blooded of the Falcon. She knew the Storm’s name and she brought it back… but only for those of her Blood.

Since then, the Blooded of the Falcon alone know the Storm’s name. They call upon the Storm and send it back, although sometimes its fury is too great for even those who know its secret.