Sunday 3 November 2019

I Fought the Lore (and the Lore Won)

OK, well, I had my first game of RuneQuest last week and I thought I'd put down my thoughts about the setting and system, as far as I had been exposed to it.  I should add that I actually have a copy of RuneQuest: Roleplaying in Glorantha and I have read it, so my observations do have a level of informed context.

Anyway, the game was a 'one-shot' very kindly put on by the chap who piqued my interest in this particular RPG over a pint a few weeks ago.  The title of the adventure wasn't mentioned but I think it was one written by the GM himself, who I understand is contributing to some official Chaosium publications down the line.
Vasana, why not dress for success.

As it was a one-shot (and presumably because the scenario will ultimately be an 'official' one that supports the rules) the characters were selected from the pre-generated ones included in the main rule book.  I was to play Vasana, a heavy cavalrywomen (or maybe she was just big boned) with a buffalo for a mount.  She was accompanied by her half sister, the charming priestess Yanioth.  Helluva dancer too.
Yanioth, enchanting.

In addition we had a deserter from the hated Lunar Empire (Vostor), Sorala, a 21 year old 'adventurous and athletic' scholar, plus a shaman called Vishi Dunn, which name reminded me of the unfortunate Barney Dunn from the great Woody Allen film Broadway Danny Rose. This was a minor character (a ventriloquist with a stammer) who got beaten up by the mob though a case of mistaken identity.  But this is completely irrelevant and I didn't tell anyone at the time.
A digression concerning Barney Dunn

Note that I'm not going to go into details about the adventure because it was a one-shot, it may be formally published by Chaosium (so no spoilers) and none of us had played RuneQuest before so we were going a bit slowly at first, until it all became a bit rushed towards the end because the venue we were using was about to close (actually it had closed).  Nevertheless, it seemed to be a solid mystery-solving, unquiet spirit-resolving sort of scenario with ample role playing possibilities, so I hope it goes well once published.

So, what were my impressions of RuneQuest: Roleplaying in Glorantha?  Well, the positives are that the system is detailed, solid, skills based (rather than class-based, such as in Dungeons & Dragons) and there is no 'levelling up' (or down) as such.  In fact many of the mechanisms are recognisable if you've ever played Call of Cthulhu (CoC), which isn't surprising as they both originated in the same era from Chaosium. 
Avengers assemble!

That said, some of the core mechanisms appear to be closer to 6th edition CoC rather than the current 7th edition.  For example, it still has the old resistance table, no longer part of  CoC.

However, the main and indeed over-riding feature of RuneQuest is that it is set in a rich and detailed 'bronze age' world with a well-established and extensive back story, thanks to the imagination of Gregg Stafford.  The idea is that mythology and magic are in a sense 'real' in this world, so that everyone (and I mean everyone) is supposed to have a connection of some sort to one or more Gods and everyone is capable of using magic of one sort or another.  At a superficial level this is a bit like CoC where all characters have a range of skills that they can develop as they wish.  So far so good. 

However, the fact is that I am personally very interested in the ancient world, particularly the civilisations of Mesopotamia (e.g. the Sumerians and Akkadians), not to mention the Medes, Assyrians and the peoples of what used to be called Asia Minor.  I have had a long-standing interest in the Hittites and (a thousand years later) the Lydians, the archetypal bronze age asiatic Greek civilisation, and other more obscure peoples such as the Scythians, the Thracians and even the often overlooked Paphlagonians.  All of these cultures have clearly influenced Glorantha (maybe not the last one).
Hittites, circa 1200BC.

And this is where it started to unravel for me.  The problem is that there is so much real and fascinating history, culture, mythology and drama in the ancient world, that trying to learn a completely fabricated history and lore is really something I am not interested in.  I know that Glorantha is meant to be a fantasy setting where things are made up and in theory you can decide how much detail you want to go into, but this setting is so detailed and exerts such an influence on all aspects of the game that it is difficult to avoid.

And although one can play the game and not necessarily delve too deeply into Glorantha's history or mythology (same thing), it is actually quite hard to disentangle the rules from the setting, so entwined are they.  In this instance one can compare RuneQuest with D&D which has various settings, but these are not mandatory and are, let's face it, basically irrelevant to most adventures.

And sure, other RPGs such as CoC have 'lore' (the Mythos) but the players don't need to know anything about that in order to play the game.  And in fact not knowing about the Mythos is usually a bonus as it ensures that it takes longer to go insane earlier than you otherwise would.  That's why I like CoC because the game usually involves fairly normal folk gradually uncovering and then having to deal with the abnormal.  Plus again I am familiar with and relate to the 1920s/1930s real world setting so there is no concocted back story to learn.  But the point is that this is not lore, it's history.

The thing is that for RuneQuest the back story and the lore influences everything and it is difficult to get away from it.  During full scale character creation (which we didn't do for the one-shot) your entire back story, including that of your parents and even your grandparents, can be meticulously mapped out and hooked into the preceding timeline and events of Glorantha

If your grandparents were unlucky, they met this guy (the Crimson Bat)

And the thing is that your character is then supposed to know all this, and to use that knowledge during the game to understand the world, to interpret clues and signs and to control how the character interacts with everyone and everything.  Furthermore, your character is supposed to be deeply immersed in the mythology ('cults') of Glorantha and in fact won't survive long if not: there are no atheists in Glorantha.

This then, for me at least, made me anxious that I was not remembering, understanding or picking up the clues we were being given about the world and consequently that I was not operating within the parameters I was supposed to.  For example we were told about various symbols carved into the lintels of a house and we were supposed to know that they indicated different tribes (i.e. that, significantly, the household was the product of a 'mixed marriage'), and therefore these were clues as to what might have happened and where we should go next.  However, as players we just didn't know this (even though our characters would have) so we were a bit stumped and had to be thrown a bone or two by the GM
Some runes, circa yesterday

In fact it seemed to me that what the RuneQuest system actually does is imply that your character and therefore you as a player don't actually have free will; that your character is constrained by your motivations ('passions'), customs and social norms and that your available actions are confined by your personal history and wider social expectations.  There is even a mechanism in the game where if passions become so well (over) developed the player can actually lose control of the character and decisions are made by the GM.  Lack of agency and control is a classic stressor!

Also, as as aside, when thinking about Glorantha's history and lore, one thing I did notice was that most placenames in Glorantha are quite prosaic and descriptive, in fact typically D&D-like, with names such as Dragonrise, Stinking Woods, New Crystal City, Skull Ruins, Blackwell, Duck Point, etc., whereas the characters we were meeting generally had names that were unpronounceable and difficult to remember (or spell), almost like a different register to the world they lived in.  This seemed incongruous to me.
Glorantha

So, in Glorantha we have a detailed, pervasive, lore heavy and somewhat ponderous setting (with some silly suspension of disbelief-busting innovations such as sentient warrior ducks), that influences everything.

And then we come to combat.  The thing is that because the setting is so rich, detailed and frankly esoteric and the major feature of the game, it is not meant to be a combat oriented system, such as one usually finds in D&D.  In fact when it does happen RuneQuest combat can be quite lethal if you are unlucky.  And indeed, when combat did arise during our game (and it was the climax of the session) I found it to be quite ponderous too.

This is because the combat system includes a feature where it is determined randomly where your blow or missile hits your opponent (I'm not sure if you can intentionally aim for one area if you want to), if you can hit your opponent at all and can get through their armour.

Front to back: Vasana, Sorala, Vostor, Vishi Dunn and Yanioth (plus NPC obscured)

So what happened in our case was that combat was taking a long time because damage kept landing in the same body part so that, for example, repeated hits on the left arm after its already been shot away and was slowly crawling off to hide somewhere didn't transfer to the rest of the target - it was just wasted hits.  And by the same token there was always potential insta-death for your player if the enemy got a half decent hit to your bonce.

That said, I can see how a detailed combat system could work well, taking all sorts of factors into account such as specific armour locations, taking cover, reaction times, rounds fired and so on, which is how, for example, the combat system works in Cyberpunk 2020.  But, what we found was that the hordes of enemies that suddenly popped up out the ground, like the skeletons in Jason and the Argonauts, just would not die, however many times we hit them, because (due to the luck of the dice) we kept hitting them in the same place.
Cyberpunk 2020, soon to be replaced by Cyberpunk Red

Therefore, I think my point is that RuneQuest is a system rooted very deeply in the lore and orthodox back story of the invented setting.  I can see how people could get into that, so that an extensive and profound understanding of the setting influences how characters/players perceive the world and interact with it.  However, to then add a slow and complicated combat system to it, just makes everything, well... ponderous.

So, I suppose I've not been very positive here in this rambling discussion of my impressions of the game and I do realise that I've probably annoyed some people by just not 'getting it'.  I do think the setting is interesting and complex and I could see how some people would get into it.  But it is not for me.  The combat system is probably OK, but combined with the setting I found it difficult to enjoy overall.

On the upside, thinking about this experience has crystallised more what I do want from an RPG, which means my focus going forward will be on Call of Cthulhu and variants (World War Cthulhu, Achtung! Cthulhu, Pulp Cthulhu, etc.), Traveller (I like a bit of sci-fi), possibly Cyberpunk 2020 (or more likely Cyberpunk Red, when it comes out) and even (crivens) D&D5e.

Monday 30 September 2019

Casting the Runes

So, I've been a long-term RPG lurker, collecting books, building up my library but never actually playing any games.  That's not quite true.  I did get involved in a Call of Cthulhu campaign in 2013 once (so that was 6th edition back then) of Beyond the Mountains of Madness.

The campaign had started off with a sort of prequel, I can't remember what that scenario was called, although I think it was set in New York.  And I had my character all worked out.  In detail.  A certain Wilson Kilgour, mining engineer from Southern Rhodesia.  An experienced man used to working in harsh conditions with expert knowledge of igneous geology.  Quite handy with a Kar98k too.  I was looking forward to all this.  But it did not last long, because the real world intervened.

I had started to work on a project in Turkey, managing certain aspects of the new Yavuz Sultan Selim Bridge across the northern end of the Bosphorus, less than a kilometre from the Black Sea itself.  And that meant all of sudden I had to be in Istanbul once a fortnight for project meetings.

Fun though that was, being in Istanbul, at the Point Hotel near Taksim Square every Thursday night (Thursday night is tango night!), it meant that I had to drop out of the campaign.  I hope Wilson carried on as a redoubtable NPC.  I never found out.

Anyway, fast forward to late September in 2019.  The Edinburgh ORC (Open Roleplaying Community) was having a pub meet, and for the first time since 2013 I was going to get involved.  And up I pitched, thinking about Cthulhu but coming away with, ah... something else altogether.

Such beautiful teeth, but what's underneath?

I'd arrived at the meet not actually knowing anyone there and being a bit nervous.  My idea, however, was to find out about Call of Cthulhu because I knew the organiser Bill was into running (and writing) Achtung! Cthulhu games, so, near enough.  However, I had decided beforehand that I would be open to anything reasonable, up to and including D&D5e.

However, instead I ended up sitting at a table with someone planning a RuneQuest (Roleplaying in Glorantha) campaign and setting up a one shot at the local gaming cafe.  I had known nothing about RuneQuest beforehand but the setting of  Bronze Age / Classical mythology was interesting to me, particularly as I have had a long interest in the ancient civilisation of Asia Minor (particularly the Lydians and even earlier, the Hittites).

I've told you till I'm blue in the face.  And elsewhere.

So, I learned all about the history of the game, and its current iteration (recently published in 2018).  That said, I'm confused as to what edition it is (7th or 4th?) although it's back in the Chaosium fold now which I think is a good thing.  In fact the chap explaining all this to me and arranging the games is apparently in the process of getting (some of?) his scenarios published by Chaosium, which impressed me.

I've yet to play anything yet: the one shot is a few weeks away, but I did like the Bronze-age Jason and the Argonauts / Trojan / you name it type setting, the more thoughtful ('esoteric' as I referred to it) approach, the widespread use of magic, the lack of rigidity with regard to character classes and the general classical mythological context, being a keen reader of the classics and all that.

Reading the quick start rules (available free from Chaosium / DriveThru RPG) the mechanisms did seem a bit 'crunchy' but the similarity to Call of Cthulhu was reassuring.  However, this is not your typical hack and slash RPG like D&D but actually closer to Cthulhu in terms of magic, the supernatural and the fact that your character could easily die if hit in the wrong place at the wrong time.  Sounds like a challenge.

You'll catch your death, dear.

Finally, in doing my research on the game, the box art of the second edition really caught my eye for some reason.  I can't for the life of me think why.

Anyway, there you go.  I'm about to start playing a game I'd heard of but knew nothing about, based on a long conversation in a pub with someone I just met.  Could be interesting.

Sunday 24 September 2017

Cthulhu Postcard

It's a while ago now but at one point the excellent Call of Cthulhu themed website Yog-Sothoth (of which I am now a 'patron'), ran a postcard competition.  The idea was to send them a scenario theme or kernel on the back of a suitable postcard.  Here is my (non-winning) entry.
Edinburgh, yesterday
The postcard is of a photo taken over a rather smokey Edinburgh by Alfred G. Buckham, some time in the 1920s (available from the National Galleries of Scotland).  You can see why Edinburgh used to be called "Auld Reekie" (reek being Scots for smoke).  As you can appreciate it is very atmospheric and stimulated some dark thoughts in my mind... which I then jotted down on the back of a postcard.
Now wash your hands.
I drew on various aspects of Edinburgh history and tried to meld them together into something a bit creepy.  Having typed it up on the computer you can see that I printed it out and then aged and stained the paper using thin washes of brown and yellow paint, as though blood-stained fingers had been handling it before the postie got it.
Forth Bridge
Having discovered Alfred G. Buckham, I wondered what else he had photographed.  So here are a few examples.  The first is a a flight of biplanes over the famous Forth Bridge near Edinburgh.  Taken today, there would be two road bridges in that shot as well, the latest one only opening this month.
R100
The next is quite an interesting one showing, as it does, the British airship R100 floating about in the clouds.  This would be just the kind of travel mode the discerning 1920s or 30s Cthulhu investigator might use.
Flying Boat
Finally, there is this one of a flying boat over the sea.  This really has the look of some strange winged horror on its way somewhere, glimpsed perhaps by the crew of a Miskatonic University expeditionary ship forging through treacherous seas to explore the colossal mountain range deep within Antarctica...

Tuesday 4 July 2017

Wallpaper with Tentacles

As far as I am aware, no-one visits this blog apart from me.  Therefore, it will have come as a surprise to absolutely nobody at all that (as of June 2017) I changed the look of the blog when I decided that it should have more of a RPG slant (plus selected PC games).

As part of that redesign I considered altering the header to include the background picture of the charming investigator used for the Achtung! Cthulhu investigator's guide. However, in the end I decided to rotate various RPG related pictures I like in the header, so the investigor can rest here until it's her turn to be featured again.
In addition, I changed the blog's wallpaper from just boring black to a repeating pattern (see below, if you can).
Any colour you like, as long as it's brown
I quite like the pattern idea that actually looks like antique wallpaper, which is what my wargaming blog uses.  The intention of that, with its pale brown background and Casper David Friedrich header, was to go for more of what I regard as a sort of mid-nineteenth century 'Turgenev' effect (I'll explain it one day).

However, for Eclectic Infinities I thought that something darker and more Mythos oriented would be appropriate.  A couple of googled wallpaper tiles were therefore considered, as follows:
Too squiggly
Too 'arts and crafty'
Too beige-y
Too paisley, though encouragingly protozoan
However, in the end I plumped for the obvious one, a repeating tile of greenish cephalopods, reminiscent of you-know-who.
Too... actually, no, I may be on to something here
Nevertheless, it wasn't exactly what I wanted, so I stuck it in GIMP (which is free, open source and really good).  The first thing to do was to make the tile a bit more like something that had been badly printed, so basically I put it through the standard 'photocopy' filter setting.  This produced a black and white image like an old Xerox copy.

I then altered the colour scale so it was more of a dark brown, which is usually what happens to the pigments in Victorian wallpapers after a century or so of inexorable oxidation (at least the ones I've encountered in Edinburgh tenements); not to mention the slow mouldering away perhaps caused by unspeakable horrors lurking insidiously behind the wainscoting...  Perfect.

Wednesday 28 June 2017

The MMORPG Show

I've been interested in historical wargaming since the early 1970s (it was the Airfix Commandos that turned me) but later on at school I did become aware of role playing games and specifically Dungeons and Dragons.  I even bought the three core 1st edition AD&D books around 1982 and designed some dungeons.  I still have the books (and the dungeon designs).

My interest in RPGs all lay dormant for a while (and in some cases was actively avoided) until I (re)discovered Call of Cthulhu and Traveller (and a few other things) about 5 years ago.  And so I dusted off my RPG notebook (still plenty of blank pages in it) and it began again.
Part of this journey has been a not entirely failed attempt to get my son interested in RPGs, mainly to wean him off the X-box.  Consequently, when the MMORPG (Massively Multiplayer On-stage Role Playing Game) Show appeared at the Edinburgh Fringe last year, we had to go.

And what fun it was.  Basically the host (Paul Flannery) asked for three audience volunteers to participate in what was an hilariously half-improvised show.  Such inventions as deciding that the bunch of baddies in the tavern they had to relieve of their tickets to the ambassador's ball, were actually stoats disguised as weasels, and that when the host threw a 20 on his massive luminous die (no really) that the audience all had to get up and change seats, made it fun; and my son certainly enjoyed it.
AM I, A PIE?
Anyway, I was delighted to discover that the show is on at the Fringe again this year (3rd to 27th August 2017, except the 14th), at the same venue, and heck it's free.  And so, slotting in between obscure student productions of Pirandello, Ionesco and Arthur Smith, we'll definately be going, possibly twice (like we did last year).

Thursday 22 June 2017

Bullet Bouncing

When I originally set up this blog (in 2011) it was to muse on all of the things that I was interested in that didn't fall under the remit of wargaming.  That covers a lot of ground as there all kinds of things I do, or would like to be doing, or used to do, or should be doing, or have some vague memory of doing, that I could write about.

However, what I have found over the years with blogging is that having a narrow(ish) focus for a blog usually works best (hence my separate wargaming blog), both as the blogger and for readers, who generally come to a blog with certain expectations and don't want to see random posts about electronic music, French nineteenth century poets, guitars, science fiction, travels in Central Asia, Scottish politics or non-historical wargaming (horrors!).

Consequently, I've decided to 'relaunch' this blog (like anyone would notice) but use it to report (slightly) more specifically on my desultory activities with regard to role palying games, board games and computer games.  Mainly, because, apart from historical wargaming (and Scottish politics), they are the other things that are keeping me distracted at work and home as I slide into my twilight years.

Nevertheless!  Onwards and upwards, and for no particular reason at all other than it is slightly amusing (and I like the old fashioned classic DC artwork) here's Wonder Woman to get us going.

Thursday 25 September 2014

Achtung! Cthulhu #1

I've not much time for role playing games and I think in the last 35 years I've been involved in two AD&D adventures and one Call of Cthulhu game.  Achtung! Cthulhu, however, has piqued my interest, as it combines WW2, Cthulhu (of course) and some excellent graphics.  Plus the female on the cover of the Investigator's Guide reminds me of someone...
 
More pictures in a later post (probably).  Truely inspiring in terms of graphical technique and the whole 1930s/1940s pulp type adventure setting for Cthulhu.  Even the fonts are interesting. (I should point out that at that the time of writing I don't own the game, so I've no idea how it plays, although as with most RPGs it depends more on the players than on the rules).

Oh and by the way, I know it's over 18 months since I last posted here but now that the Scottish Referendum is over (at least until the next one comes along) I've got time on my hands.

Wednesday 27 February 2013

Mr Scruff

This blog is about things I like.  That's it.  I don't claim to have any (well, many) remarkable insights or anything interesting to say, I just want to write about the ...stuff... that I ...er... like.  And here is something.  It's music - but unlike the mainly acoustic or electronic music that I dabble in this is more sample based (more posts and theories on that later my friends!).  And it's Mr Scruff who is a tea drinker, cartoonist and samplist-er (whatever it's called).
I came acoss this fellow because he was at one time one of the featured producers in the Computer Music magazine (CM158, December 2008) and on a whim I visited his website, which you should have a look at.  I would particularly like to recommend the following tracks which you can find on the above link and also on his soundcloud page (although they're all interesting):

  • Baisies
  • Jus Jus
  • It's Dancing Time
  • Shanty Town
  • Fish
  • Get a Move On
There's quite a few examples of what I understand is referred to as Nu-Jazz as well as samples of Brian Cant, Raymond Baxter, John Noakes and Captain Pugwash, to name but the few I recognised.  It's funky, and to quote my good friend Professor Roberts (now in San Diego), there's no point if it ain't funky.

Check it, as they say.

Saturday 29 December 2012

Art by Mary Maclean

When I was at Glasgow University (1982-1986) I had friends from a number of other institutions, including the Glasgow School of Art.  This was through a set of roundabout connections because I was a member of the Edinburgh Youth Orhcestra (EYO) (plus the National Windband of Scotland (NWoS), the Lothian Schools Orchestra (LSO), the Edinburgh Secondary Schools Orchestra (ESSO) and the Caritas Orchestra (I was busy in those days)) and therefore met a lot of people from other schools in Edinburgh who have turned up periodically thoughout my life since.

Of these, the pupils from the Rudolf Steiner school were often the most interesting and many of them ended up as music and art students in Glasgow when I was there. One of these was a 'cello player (Moria?) and her elder sister, Mary Maclean, who was studing fine arts (mainly painting I think) at the Glasgow School of Art, whom I first met at a party we held at our flat at 42 Bentinck Street.
I didn't drink much in those days (I think it was 1984) and was a sensible sort of chap (overall) and I remember being invited round to the flat they shared in Oban Drive in the West End for innocent past-times such as drinking tea, baking cakes, playing charades and generally having silly conversations.

I suppose I had lived in a relatively narrow, circumscribed and studious world until then (and for quite a while thereafter) and it was interesting to be introduced to things that I didn't really know anything about such as art, old Edith Piaf LPs, tinned lychees and the revelation that the Macleans' mother had allegedly been in the Hitler Youth before emigrating to Scotland.

Oban Drive is just round the corner from Fergus Drive where my good friend Kenny lived for a while thereafter (hello Kenny!) and I remember that they used to get letters from a friend in Morningside addressed to "Oh-ban-the-bomb Drive".

Anyway, I liked Mary's art and as she was a final year student by then she was selling some of her pictures and I gladly paid £40 for one of them.  It doesn't have a title, that I am aware of, but it is a large canvas (130 x 170cm) depicting two people sitting in a cafe in Amsterdam and is based on the pastel sketch above, which she let me have as a bonus.
It hangs proudly on the wall of my sitting room and although it is not the most beautiful painting in Scotland (or possibly even the most finished) it sits well against the warm yellow walls and brown furniture (chosen in a way to compliment the painting, not the other way around, as is often the case, these days) and looks interesting, often stimulates conversation, and is in fact the only painting I own - at the time I had thought to buy other pictures from Mary but I was worried what my mother would say about the reclining nude I was considering.

It's funny, I was writing this blog piece and found myself wondering where Mary had got to since I last saw her c.1984.  And, just this very minute, by the power of the internet, I have found her here.

Wednesday 26 December 2012

A Little More Harmony

Here are a couple more Harmony images I produced just by doodling about.  Not sure where the ideas cames from... I think I might have been watching some Looney Tunes with James.
They're easy and fun to do and has helped generate a few ideas that can be further developed in MyPaint or GIMP.  Here's another one.
See these architects?  They think they're the only ones that can do this!