View Full Version : Gheallie Sidhe Units
Vallariel
09-02-2003, 05:56 PM
Hey. It posted half of my original post again. But only half. Wierd. So, since I can't delete it, I'm editing it.
bye.
DanMcSorley
09-02-2003, 07:05 PM
On Tue, 2 Sep 2003, Vallariel wrote:
> Why not make the Gheallie Sidhe a special training option rather than a
> special elven unit?My thoughts: Looking at two elves standing around,
> you cannot say if one is Gheallie Sidhe or Neut. (At least not until he
> opens his mouth... :D )And if the Gheallie Sidhe is meant to be more of
> a violent hit and run unit, if would seem to me that having that option
> for Archers or Cavalry might be a good idea. The Gheallie Sidhe could be
> a special training option like Scouting or Toughness available only to
> Elves. This way, it could be applied to any Elven unit rather than it
> being based on a Knight or Cavalry unit as is popular.
Gheallie Sidhe means "Ride of the Elves". Mounted units are the ones that
would tend to fall under this aegis, don`t you think?
--
Daniel McSorley
ConjurerDragon
09-02-2003, 08:29 PM
Daniel McSorley schrieb:
>On Tue, 2 Sep 2003, Vallariel wrote:
>
>
>>Why not make the Gheallie Sidhe a special training option rather than a
>>special elven unit?My thoughts: Looking at two elves standing around,
>>you cannot say if one is Gheallie Sidhe or Neut. (At least not until he
>>opens his mouth... :D )And if the Gheallie Sidhe is meant to be more of
>>a violent hit and run unit, if would seem to me that having that option
>>for Archers or Cavalry might be a good idea. The Gheallie Sidhe could be
>>a special training option like Scouting or Toughness available only to
>>Elves. This way, it could be applied to any Elven unit rather than it
>>being based on a Knight or Cavalry unit as is popular.
>>
>>
>Gheallie Sidhe means "Ride of the Elves". Mounted units are the ones that
>would tend to fall under this aegis, don`t you think?
>Daniel McSorley
>
>
Ride of the Elves? The 2E Ruins of empire (p. 55) under the Tuarhievel
entry had "Hunt of the Elves" which would not necessarirly
mean mounted.
bye
Michael
geeman
09-02-2003, 09:46 PM
At 07:56 PM 9/2/2003 +0200, Vallariel wrote:
>The Gheallie Sidhe could be a special training option like Scouting or
>Toughness available only to Elves.
"Favored Enemy: Human" seems like a good way to describe the GS in an
adventure level. Bonuses on damage vs human units would probably be enough
to justify their powers at a large scale unit level. Other things like the
"scout" descriptor, whether they are mounted or infantry, irregulars or
trained units could all be variables.
Gary
QuestingMage
09-03-2003, 12:16 AM
I just posted a related comment on the "Nature school for Elvens wizards" thread: (should I repost this, or just give a pointer?)
My own personal view of Elves and Dwarves, especially when they are under population pressure, is that both groups are more reluctant to fight, both outsiders and other members of their race, but when they do fight, they fight to kill. Banners and ribbons and shields and trumpets--these matter little to demi-humans.
Among other traits, I think that Elves would be less likely than most races to meet on fixed fields of battle. With stealth and low light vision, Elves would be terrible guerilla fighters. If the Elves decided that you should die, one day you would just never wake up. The combination of slight stature, and the prospect of eternal life, if not killed by other creatures, would lead to a race of snipers. And by this I do not mean +2 on missle combat. I mean, the regent takes off a day to go hunting and never returns.
One interesting possible extention of Geeman's 'Fallen Humanity' concept is "Half-Elves Ascendent". One good strategy for Elves would be to insinuate themselves into the human ruling class, and make Elven blood a mark of status among humans. By allying themselves with major human bloodlines, and offering some of their scions in marriage, they could create a class of Noble Half-Elves with genetic ties to to the Elves, and create some very interesting diplomatic interactions. How would *you* like to live an extra 150 years? Or failing that, have your heir live an extra 150 years?
Among other things, I think that the long lives of Elves, and to a lesser extent, dwarves are vastly underrated in terms of game implications. What if every elf, male and female, had to serve for 50 years in the Elven Militia (call it what you will). Even a very lazy elf would probably attain 3rd level as a ranger or druid, and could go up to 10-12th. Imagine an entire nation of 3-10th level rangers who sing/make pottery/paint/craft furnture/etc because they prefer it. What would happen if you enraged such a people? What would happen to a human province if 1,000 ticked off 5th level Elven rangers invaded, in bands of 6 to 12? Ugly! Ugly! Ugly!
In the quality/quantity fight two very important factors are concentration of force, and replentishment rate. It the quanity side can bring a significant fraction of it's forces to bear at once, and replentish them rapidly, they will win. Conversely, if the quality side can pick their battles, keep the quanity side off balance, and disrupt reinforcements, they will win.
After a full human lifetime of facing 3 HD orogs in constricted caves, the average dwarf would be to the average human as the average special forces Sgt Major is to the average Army private coming out of infantry combat school.
QuestingMage
09-03-2003, 12:21 AM
I like Geeman's idea of "favored enemy: human" as explaining the extra deadliness of these units. I don't see any fair way to implement my "immortal hardcases" concept of elves within the realm of the BR rules.
Hmm, maybe the Elves could force opposing human regents to burn realm actions dealing with "Monsters: Elves" as the Gheallie Sidhe Units commit murder in the dark of night.
destowe
09-19-2003, 09:36 PM
Here is my idea for the Gheallie Sidhe. It is very similar to the specialty holdings.
There can only be one unit for a regent.
It can not be the Renown Unit, but I can see it being the unit from the Leadership Feat.
The unit is powered by a source holding. While the Gheallie Sidhe is in existense the source holding produces no RP or power any spells or Ley Lines. (This is similar to the spell Stronghold.)
The benifits are that the source provides "Virtual GB" as is it was a guild/temple (2/3 GB per source level). These "Virtual GBs" can only be used to pay for the following training options:
Advanced Training:Melee- Unit's weapons become magical
(magic weapon or greater magic weapon)
Advanced Training:Missile- Unit's weapons become magical
(greater magic weapon)
Advanced Training:Defense- Unit's armor become magical
(abjuration type defenses)
Advanced Training:Morale- Hatred is fueled and the increase in fury carries them into battle.
Toughness- There is not an increase in the units strenght, but abjuration/transmutation makes each attack do less damage. (Similar to DR or the endure elements and protection from missiles spells)
irdeggman
09-20-2003, 04:53 PM
An interesting bit of information is that of all the races in Cerilia the elves are the only ones to have been at war with all of the other ones at different times. Well maybe not Orogs, but definitely dwarves, humans and goblins.
Something like that tends towards a view of racial intolerance, just my 2 cp.
I don't count halflings here because they are not native to Cerlilia.
Dwarves have been at war with elves, orogs and I believe goblins but not humans.
Goblins could quite possibly be like the elves in that they have been at war with all of the other races, I'm not certain about any goblin-dwarf war though.
Athos69
09-20-2003, 06:43 PM
The Dwarven/Sidhe war was a short lived affair -- I've always run with it being less than 200 years in length, and was really nothing more than low-level skirmishes.
I am throwing into the B-A section of the Atlas that it initiated when the first Karamhul colonies on the surface appeared, and were cut off from coal to run their forges, so they started cutting the forests. The war eventually petered out when the Sidhe saw that the Karamhul were not expanding on the surface like the just-arrived humans were. There was an agreement reached that the Karamhul would not make any attempt to inhabit the deep forests of the Aelvinwode, and the Sidhe would not press any claim to the high mountains.
kgauck
09-20-2003, 09:13 PM
----- Original Message -----
From: "Athos69" <brnetboard@BIRTHRIGHT.NET>
Sent: Saturday, September 20, 2003 1:43 PM
> I am throwing into the B-A section of the Atlas that it initiated
> when the first Karamhul colonies on the surface appeared
Do you have some compelling explanation of how underground societies get
sufficent energy without Avani? Or are we operating on the
floating-city-level of fantasy here?
Kenneth Gauck
kgauck@mchsi.com
DanMcSorley
09-20-2003, 11:04 PM
On Sat, 20 Sep 2003, Kenneth Gauck wrote:
> Do you have some compelling explanation of how underground societies get
> sufficent energy without Avani? Or are we operating on the
> floating-city-level of fantasy here?
The dwarves of cerilia actually have less of a problem here than normal
dwarves- they`re more earthy, and can subsist off of some kinds of rocks
if they have to. Couple that with underground lakes for fish, and maybe
some fungus, and dwarves can bootstrap their way into growth.
--
Daniel McSorley
kgauck
09-21-2003, 01:23 AM
----- Original Message -----
From: "Daniel McSorley" <mcsorley@OKKOD.PAIR.COM>
Sent: Saturday, September 20, 2003 5:35 PM
> The dwarves of cerilia actually have less of a problem here than normal
> dwarves- they`re more earthy, and can subsist off of some kinds of rocks
> if they have to. Couple that with underground lakes for fish, and maybe
> some fungus, and dwarves can bootstrap their way into growth.
This the floating city level of fantasy. Attempting to add up all of the
sources of food and their probable nutritive and energy product (not to
mention quantifying the sustainable amounts of fish and fungi) could explain
underground living for a zero level province. Maybe. However, 25,000 in
Rivenrock (or 250,000 if we seek medieval population densities) are not
getting along on fungus and fish pools. The humans need to devote 90% of
their populations and will over time occupy all the arable land available.
Given nice arable land (say Coeranys) a random province might have 120,000
persons using medieval demographics and 12,000 using BR numbers. So
Rivenrock has twice as many people as the average nearby human province, in
which nearly everyone uses all the land avaiable to produce enough food for
the province, yet people are getting along on rocks, fungi, and fish-pools.
Given that dwarves are not humans, the quanties of their metabolisms and
their physiological functions may be assumed to be different, but can they
be so different that they can be powered by so mere a fraction of the human
food requirements that it amounts to the propulsion required to lift a city
by comparison?
This clearly amounts to a "don`t look behind the curtain" explanation. If
dwarven metabolism is so slow, how do they heal? If they have higher
metabolisms, they cannot get by one a bit of fungus and a forkfull of fish.
If they consume anything remotely like humans, they must have covered a
substantial expance of Baruk-Azhik in fungus farms and fish pools. The map
of Stone`s Rejoicing makes the food zone maybe, 10% of the city area. If
this were a human area, maybe 20sq km would be settled by people surrounded
by the land they worked which would amount to 2000 sq km. The city itself
would occupy a somewhere between a thenth to a fifth of a square mile and
would be surrounded by zones of production based on the demands of the
market, and Rivenrock`s demands would extend beyond the province itself.
Indeed, I think one of the key reasons we see two human guilds operating in
Baruk-Azhik is the importation of food stuffs. And I reckon this despite
the fact that I assume dwarves live just below the surface of the earth and
work its sub-blessed surface to produce some crops and a lot of animals.
One cannot fudge around with the numbers and arrive at perpetually
underground dwelling dwarves just as one cannot find a mathematical
explanation for how cities fly. One must either ignore the problem or
impose a fiat (dwarves are more like animated rock than they are like
people) to solve this problem.
Kenneth Gauck
kgauck@mchsi.com
DanMcSorley
09-21-2003, 03:55 AM
On Sat, 20 Sep 2003, Kenneth Gauck wrote:
> One must either ignore the problem or impose a fiat (dwarves are more
> like animated rock than they are like people) to solve this problem.
That`s not fiat, it`s from the BR source material.
--
Daniel McSorley
kgauck
09-21-2003, 06:24 AM
----- Original Message -----
From: "Daniel McSorley" <mcsorley@OKKOD.PAIR.COM>
Sent: Saturday, September 20, 2003 9:48 PM
> That`s not fiat, it`s from the BR source material.
Not true. The PS of Baruk-Azhik, which I know pretty well, having run a
campaign in this realm, does not support the fungi-fish-rocks interpretation
of BA. The section on eating rocks is mentioned in a preface to the listing
of actual foods consumed, and its stated as a kind of emergency statement:
during landslides, trapped in caverns, &c. The staples listed do include
mushrooms and fungus, but they also include potatoes, legumes (both human
staple foods) and several vegetables familiar to those of us who do not live
in perpetual subterrarian existence. What I am arguing is that dwarves
probabaly eat a quantity of these staples which would be more or less like
humans. They may eat more, and they may eat less food. But, they cannot
eat so little food that they won`t need vast fields and hence cannot live
perpetual subterrarian without creating a serious of problems which can only
be solved by ignoring them or by DM fiat. That`s where the fiat is. If you
look over the list of staples and other edibles, we see the diet of surface
dwelling people, who probabaly do more gardening than grain farming, who
hunt game, herd goats, and whose diet has elements of which more could be
found under ground, but not so much that the dwarves could abandon the
surface.
And so, to imagine that fungus and fishpools are more than a store of
survival food for withstanding a siege or a hard winter, that they are
primary food sources, one needs to either explain how all of this food is
provided, explain how the dwarves could eat nearly no food, ignore the
problem, or just impose solutions.
There are more reasonable interpretations of those statements that suggest
long duration underground habitation. These include long term storage of
surface foods (note that many dwarven edibles are easily storable such as
nuts or can be salted or packed in brine) secret foraging through hidden
access to the surface as well as underground food sources, and maybe a
little rock and dirt eating as a mineral rich suppliment, almost like
vitamin pills. In such cases, dwarves don`t literally abandon the surface,
they abandon contact with humans and other surface races, and only come out
for short periods of time to bring in their resources. Or even live on the
surface, but withdraw to the underground fortresses at the fist sign of
visitors.
Perpetual subterrarian dwelling can`t be explained by rules we know (such as
that nearly all liife energy comes from the sun) nor has anyone proposed a
credible alternative. And so we are left with a floating cities situation.
Kenneth Gauck
kgauck@mchsi.com
Athos69
09-21-2003, 07:41 AM
OK Ken -- before you rip my head off for trying to make a difference and actually *contributing* to the Atlas, I am working from Source material here.
I never said that the Dwarves live solely underground. I postulated that when surface colonies first appeared some 2000 years ago, there was some conflict with the Sidhe. If you look at low birth rates, it is quite conceivable that it was only 2000 years ago that it became necessary to come to the surface on a permanent basis to feed a growing population.
Source material consistently states that Dwarves reproduce slowly, and that they grow large beds of fungi, have the ability to eat rock (it apparently *is* nutritious, but is bland), and will, in fact eat almost anything save seeds, pork (holy law), eggs and cows's milk (and derived products). Anikmal farming (goats) is done underground, and I would hazard a good guess that teh goats are fed on fungi.
Any fruit, game meats or vegetables that require sunlight (won't grow under phosphorescent fungi) would have to come from the surface.
The 'map' of Stone's Rejoicing is, IMO utter crap, and would need to be reworked to include multiple levels -- when you're living in a medium (stone) that allows for 3-dimensional city planning, you will also find that you can get *many* more fungal farms per acre than you can on a 2D surface. The map isn't large enough as it sits to house 20K....
-Mike
geeman
09-21-2003, 09:01 AM
Underground cities aren`t very realistic given the limits of real world
biology. Of course, neither are dwarves. When it comes to inexplicable
ecologies, however, the existence of underground cities--which are
described as being still pretty close to the surface of the earth--doesn`t
hold a candle to an entire plane of existence in perpetual shadow yet
somehow manages to support mythical beasts, races, and immigrants/refugees
to the world of light.
Gary
geeman
09-21-2003, 09:10 AM
At 09:41 AM 9/21/2003 +0200, Athos69 wrote:
>Anikmal farming (goats) is done underground, and I would hazard a good
>guess that teh goats are fed on fungi.
Unless you`re referring to something else, the section that describes this
in the BA SB just says that the goats are _penned_ underground, and that
that is done for occasions when hunting (a surface activity, presumably) is
not possible or game scarce, not that the farming of such livestock is done
entirely beneath the surface of the earth.
A more plausible explanation for dwarf goat farming is that they are kept
underground, but are either brought fodder from the surface or are allowed
some grazing on a regular basis, rather than fed on fungi grown
underground. Given the secretive nature of dwarves, it`s pretty likely
that they would graze such creatures in isolated valleys and glens of their
mountainous terrain, difficult to reach by foot--if one doesn`t have a
tunnel, that is.
Gary
ConjurerDragon
09-21-2003, 01:10 PM
Kenneth Gauck schrieb:
>----- Original Message -----
>From: "Daniel McSorley" <mcsorley@OKKOD.PAIR.COM>
>Sent: Saturday, September 20, 2003 5:35 PM
>
>
>...dwarven metabolism is so slow, how do they heal? If they have higher
>metabolisms, they cannot get by one a bit of fungus and a forkfull of fish.
>If they consume anything remotely like humans, they must have covered a
>substantial expance of Baruk-Azhik in fungus farms and fish pools.
>
They donīt. The PS of Baruk-Ahzik tells on p. 10 that "...troops of
dwarves who have been trapped in rockslides or pinned down in caverns as
a result of the orog wars have survived by eating the rock and earth
around them. Furthermore these dwarves have emerged from their ordeals
none the worse for wear. While they ahve shown signs of dehydration,
such victims experienced no weight loss or weakness as a result of the
diet..."
The PS continues that "dirk and rock leave something to be desired..."
and that the dwarves prefer other stuff, but even a delicacy consists
partly of slate and obsidian...
Those stuff listed under preferred staples hints that it has a reason
that most if not all dwarven realms exist near a major lake or source of
water (clams, oysters, snails, freshwater squid...)
...
>One cannot fudge around with the numbers and arrive at perpetually
>underground dwelling dwarves just as one cannot find a mathematical
>explanation for how cities fly. One must either ignore the problem or
>impose a fiat (dwarves are more like animated rock than they are like
>people) to solve this problem.
>Kenneth Gauck
>kgauck@mchsi.com
>
>
If sidhelien become more like fairy being as some here have supposed
there is no reason why Cerilian dwarves canīt become somthing like
little stone golems ;-)
bye
Michael
kgauck
09-21-2003, 01:10 PM
----- Original Message -----
From: "Athos69" <brnetboard@BIRTHRIGHT.NET>
Sent: Sunday, September 21, 2003 2:41 AM
> The `map` of Stone`s Rejoicing is, IMO utter crap, and would
> need to be reworked to include multiple levels
My point is the embedded idea of perment subterrarian habitation, such as
proposed for the pre-conflict, is likewise beneath consideration without
some plausible explanation of how its possible. It doesn`t have to be based
on anything that exists in our world (that`s just Gary being obtuse) it just
has to make sense beyond a reasonable level of scrutiny. People provide all
kinds of complex reasons why you can`t heal elves or why this or that undead
could or couldn`t be blooded. Is it really too much to ask that the
explanation of dwarven agriculture not immediatly offend one`s basic sense
of arithmatic?
Since no one seems to really want a totally fantastic explanation of the
dwarves food, we have two choices. Either they do live permenantly
underground, but we can explain it, or they don`t really live permanently
underground, but its commonly supposed that they do by humans.
The Shadow World, by the way, is not a biological sphere served by
ecosystems. It is a spirit world of life energy operating on a different
set of rules. As long as these rules make sense as they are elaborated, all
is well. The most difficult part of elaborating the SW is not its
inhabitants, where they came from or what they do there, its how one senses
the place
Kenneth Gauck
kgauck@mchsi.com
kgauck
09-21-2003, 01:10 PM
----- Original Message -----
From: "Michael Romes" <Archmage@T-ONLINE.DE>
Sent: Sunday, September 21, 2003 7:08 AM
> If sidhelien become more like fairy being as some here have
> supposed there is no reason why Cerilian dwarves canīt
> become somthing like little stone golems ;-)
Not at all, but the thing to remember about commonly encountered beings
(especially ones that can be PC`s) is that we need to know how they work.
Golems are magically animated objects. If someone whet to the trouble of,
say imagining a creation where Moradin first animated his little stone
fellows and then he taught them the rituals by which they could animate
themselves in a way that both ensured their continued animation and gave
worship to Moradin, and then elaborated what the limits are, mechanized it
for play, and thought through the implications of such powers as might be
ascribed to such dwarves I would think it well done. And since I have
already gotten the ball rolling, we are well on our way if that is what we
want to do. Let`s just make sure we think through all the implications of
it.
Kenneth Gauck
kgauck@mchsi.com
ConjurerDragon
09-21-2003, 01:34 PM
Kenneth Gauck schrieb:
>----- Original Message -----
>From: "Michael Romes" <Archmage@T-ONLINE.DE>
>Sent: Sunday, September 21, 2003 7:08 AM
>
>>If sidhelien become more like fairy being as some here have
>>supposed there is no reason why Cerilian dwarves canīt
>>become somthing like little stone golems ;-)
>>
>>
>Not at all, but the thing to remember about commonly encountered beings
>(especially ones that can be PC`s) is that we need to know how they work.
>Golems are magically animated objects. If someone whet to the trouble of,
>say imagining a creation where Moradin first animated his little stone
>fellows and then he taught them the rituals by which they could animate
>themselves in a way that both ensured their continued animation and gave
>worship to Moradin, and then elaborated what the limits are, mechanized it
>for play, and thought through the implications of such powers as might be
>ascribed to such dwarves I would think it well done. And since I have
>already gotten the ball rolling, we are well on our way if that is what we
>want to do. Let`s just make sure we think through all the implications of
>it.
>Kenneth Gauck
>kgauck@mchsi.com
>
>
Mmh, I do not immediately rememember where, but I read in one of the
books that somewhere in Baruk-Ahzik the original skeleton of one of the
first dwarves, created by Moradin from Mordaskorr were found...
Cerialian dwarves ARE animated stone golems with Mordaskorr skeletons -
similar to Wolverine ;-)
bye
Michael
Osprey
09-21-2003, 02:28 PM
If sidhelien become more like fairy being as some here have
supposed there is no reason why Cerilian dwarves canīt
become somthing like little stone golems ;-)
Maybe more like little earth elementals. ;)
Seriously, though, even though BR doesn't use the Elemental Planes as accessible places, there are plenty of elemental creatures in Cerilia. I consider dwarves to be akin to the elemental races (not pure elementals, but more like the Dao, Xorn, etc.), but far more grounded on the Prime and in life. More like an elemental affinity. If humans have the 4 elements balanced within them (by Aristotelian reasoning), dwarves are mainly Earth with lesser amounts of the other elements.
Just some speculation on my part.
Osprey
RaspK_FOG
09-22-2003, 08:50 AM
Say, would that need of us to propose similar compositions for other races as well? Elves, for example, would be more air (-headed; :P )/water (artistic) creatures than anything else.
geeman
09-22-2003, 10:21 AM
Here`s a bit of support for the elven spirit not leaving Aebrynis in the
entry for the Seelie in Blood Spawn. The Sidhe are immortal only in the
"waking world" and mortal in the SW, while the Sie are mortal only if they
remain in the SW. Presumably, Sidhe or Sie who left their respective
planes for "parts unknown" in the cosmology would similarly lose their
immortality, though that text is carefully uninformative about such a
circumstance. That does not, of course, mean that their spirits remain on
the plane where they are immortal if killed somehow, but it would follow.
At 07:26 AM 9/21/2003 -0500, Kenneth Gauck wrote:
>The Shadow World, by the way, is not a biological sphere served by
>ecosystems. It is a spirit world of life energy operating on a different
>set of rules. As long as these rules make sense as they are elaborated,
>all is well. The most difficult part of elaborating the SW is not its
>inhabitants, where they came from or what they do there, its how one
>senses the place
The SW is much closer to Aebrynis than this would indicate. The two worlds
were once one, and they remain in many ways identical, or at least
operating under the same or very similar basic principles. As for the
differing rules between the two worlds, if one posits that the SW operates
on a set of rules that are different from the real world, then it`s just as
plausible that Aebrynis does as well. At least, any rationale for the SW
that divorces it from real world biology and ecosystems is just as apt for
Aebrynis since they are reflections of one another.
The SW does, however, have a biological sphere. At least, animal life and
populations of intelligent creatures exist there very much like those of
Aebrynis, and there`s nothing I recall reading to indicate they are somehow
exempted from the basic requirements of life. When it comes to things like
biology, ecospheres and the requirements of life, I`d suggest that the SW
is more like Aebrynis than any other plane of existence, and maybe even
other prime material planes. It`s hard to really gauge something like that
because when BR was originally written the thinking was that all D&D
campaign worlds fit into the same cosmological structure in a sort of
"infinite worlds" capacity, but I think the "laws of science" for the two
BR worlds are probably more similar than either would be to, say, the "laws
of science" for Ravenloft or Dark Sun where the basic materials and
energies of the worlds are very different.
>My point is the embedded idea of perment subterrarian habitation, such as
>proposed for the pre-conflict, is likewise beneath consideration without
>some plausible explanation of how its possible. It doesn`t have to be
>based on anything that exists in our world (that`s just Gary being obtuse)
>it just has to make sense beyond a reasonable level of scrutiny.
Actually, it`s me pointing out that any plausible explanation for dwarf
communities need not necessarily be any more plausible than a justification
for an entire mirror world with such a fundamental difference as the
absence of a solar energies, but still somehow supports large predator
species and entire communities of high order animal life--including,
presumably, populations equating to the dwarven communities whose farming
and foodstuffs seem so implausible in the light of real life
agriculture. The existence of analogical dwarf communities on the SW is
something that isn`t addressed anywhere in the BR material, but since
dwarves would appear to have been around longer than humans their existence
in the SW at the time of the split would seem likely. (Maybe a Cerilian
halfling is what happens to dwarves after a few generations in the SW?)
The SW communities of halflings, Sie and the animals that that plane is
supposed to support, however, are much more difficult to
rationalize. Dwarves at least live in a world where solar energies are
prominent and even if they can at least harvest or derive benefits
indirectly from that source. SW communities don`t even have
that. Perpetual shadow means no plant life which means no herbivores,
which means no carnivores, which means no higher life forms (that last
step`s a bit debatable, but if we`re using Earth as our example rather than
some speculative sci-fi, I think I`m on pretty safe ground) and the
fractioning of the biosphere into more and more complex forms supported by
ever broader bases of life can`t exist, or would never reach very far past
a single stage.
>People provide all kinds of complex reasons why you can`t heal elves or
>why this or that undead
>could or couldn`t be blooded. Is it really too much to ask that the
>explanation of dwarven agriculture not immediatly offend one`s basic sense
>of arithmatic?
For the majority of folks, yes, it probably is too much to
ask. Personally, I find this kind of thing interesting, but I`m pretty
confident that`s a minority view. It`s certainly not the kind of thing
that attracts people to a campaign setting, which appears to be a concern
of the folks designing updated BR materials. BR fans are probably a bit
more inclined to tracking such things, and I`m certainly interested in
reading other people`s takes on this information, but I don`t think its
really worthwhile to put this kind of information into a campaign text
since the end results of such information can often harm more than help
actual play because most folks will find it weighty and superfluous.
>Since no one seems to really want a totally fantastic explanation of the
>dwarves food, we have two choices. Either they do live permenantly
>underground, but we can explain it, or they don`t really live permanently
>underground, but its commonly supposed that they do by humans.
Dwarf cities are really better described as being "below the surface" to
me, since describing them as "underground" seems to convey that they are
somehow completely self-contained biospherical habitats, which seems
neither plausible nor what was indicated by the text. The easiest
explanation IMO is that the dwarves reside "below the surface" but derive
the majority of their consumables from the surface or very near it (they
could harvest plants from below--as ridiculous as that might seem it`s not
really any different from many arbor methods of farming) and that the
dwarven capacity to live on minerals sources comprises enough of their
intake that they don`t really need as many consumables as would a similarly
sized human population. In fact, if dwarves can survive entirely on eating
rock and dirt, the consumption of other foods is easily interpreted as
luxury items and status symbols--much the way certain animals were only
eaten by those of wealth/social standing for much of history. If dwarves
could get by on, say, a quarter of the consumables that humans do it would
significantly reduce their reliance upon the surface--at least as far as
food is concerned. Air, of course, is an entirely different problem,
particularly with the need for dwarves to smelt and smith so regularly, but
that`s another issue entirely.
Gary
kgauck
09-22-2003, 09:03 PM
----- Original Message -----
From: "Gary" <geeman@SOFTHOME.NET>
Sent: Monday, September 22, 2003 4:48 AM
> For the majority of folks, yes, it probably is too much to
> ask. Personally, I find this kind of thing interesting, but I`m pretty
> confident that`s a minority view.
The setting materials are the place, the precise location to present,
information that is capable of bearing the sophisticated analysis without
having to impose it on anyone. The designers should think this stuff
through, have answers to potential questions, and then write up a nice
little game writing that is consistent with all the complexities but doesn`t
bore the reader with it. Most gamers have one or two areas that they do in
depth. Some of us have more than two. If we take the position that since
most people don`t take any interest in any of them (all of them are minority
interests) then we produce the BR PS, which were universally condemned
because they were so goofy on so many levels. Any since most players have
one or two areas in which they demand some sophistication, nearly everyone
found them goofy. They didn`t find all the reasons the PS are goofy,
because most people don`t take all the possible issues of a society as their
own areas of specialization. But why should there be any areas? Especially
when all you have to do is think things through ahead of time.
You are dangerously close to the "they aren`t as smart as I am, so give em
garbage, they won`t know the difference" theory of supliment production.
Please, back away from the edge. Lets produce quality products.
Kenneth Gauck
kgauck@mchsi.com
RaspK_FOG
09-22-2003, 10:38 PM
Kenneth is right, Gary. If we were taking things down to this level, we should not go on and give out a BRCS, since most of the needed things could easilly be given out as supplementary documents ("Races of Cerillia", "Magic of Cerillia", etc.), which would match the FR so many of you dislike! :(
I agree that depth can be given to an annoying level in the Atlas, but we must have those extra bits of detail to get over the aforementioned "goofiness".
Osprey
09-23-2003, 05:58 AM
I'd settle for a finished product that was well-researched and thought-out without necessarily explaining it all in grueling detail. A way to reference that kind of thing (online here on BR.Net, for example) would be enough for me.
-Osprey
kgauck
09-23-2003, 07:15 AM
----- Original Message -----
From: "Osprey" <brnetboard@BIRTHRIGHT.NET>
Sent: Tuesday, September 23, 2003 12:58 AM
> I`d settle for a finished product that was well-researched and
> thought-out without necessarily explaining it all in grueling detail.
Its not settling, its to be prefered. Documents that are too long are not
read. Documents that are too dry are not read. Of course being able to
pear down a document requires a clear sense of what is important which in
turn requires reflection.
Kenneth Gauck
kgauck@mchsi.com
geeman
09-24-2003, 04:12 PM
At 03:44 PM 9/22/2003 -0500, Kenneth Gauck wrote:
> > For the majority of folks, yes, it probably is too much to
> > ask. Personally, I find this kind of thing interesting, but I`m pretty
> > confident that`s a minority view.
>
>The setting materials are the place, the precise location to present,
>information that is capable of bearing the sophisticated analysis without
>having to impose it on anyone. The designers should think this stuff
>through, have answers to potential questions, and then write up a nice
>little game writing that is consistent with all the complexities but doesn`t
>bore the reader with it. Most gamers have one or two areas that they do in
>depth. Some of us have more than two.
Let me first reiterate that I personally would like to see this kind of
material, and I can see how it might be used in the development of SBs and
other material. However, I`m still confident that most gamers are content
to leave this stuff anecdotal, and that very little actual "scientific"
basis is required for the development of campaign material.
There is also a problem with the assumption that one has much hope of
satisfying the desires of gamers in this regard. It assumes that people
writing this information are going to have the time, the research skills,
the space in campaign material and the outright prescience to anticipate
the one or two areas that most gamers have a deep interest in and satisfy
that in campaign material. I`d like them to exercise their prognostic
muscles, but I have little anticipation of that being of very little use in
practise for RPGers.
>If we take the position that since
>most people don`t take any interest in any of them (all of them are minority
>interests) then we produce the BR PS, which were universally condemned
>because they were so goofy on so many levels. Any since most players have
>one or two areas in which they demand some sophistication, nearly everyone
>found them goofy. They didn`t find all the reasons the PS are goofy,
>because most people don`t take all the possible issues of a society as their
>own areas of specialization. But why should there be any areas? Especially
>when all you have to do is think things through ahead of time.
The PS texts are not universally condemned, nor were they goofy on many
levels. Some of the goofy things in the PS texts get a lot of attention,
but there`s really a small number of issues in those texts that are
actually contentious, or that have earned the "goofy" descriptor given the
amount of material in them. The majority of the material in those texts is
good, helpful information--or at least it does no harm, even the goofy
bits. There are certainly some things in those texts that have attracted a
lot of ire and often make very little sense, but there are many more goofy
and contentious things in the Rulebook than in all the PS texts
combined. In this case, the issue of BR dwarves eating rock and stone is
something that some people in the past have expressed a strong disklike for
(not me, I kind of like it) but in this thread it seems to be an accepted
fact, so even the "goofy" description itself isn`t so easy to apply.
I`d also suggest that it`s not a logical assumption that any attempts at
rationalizing things like dwarf biology and agriculture will in any way
address the goofy aspects of the PS texts or other supplemental
material. In fact, there`s no connection between the two efforts. If
someone were to list the goofy things in the PS texts, I don`t think any of
them are related to this particular issue, nor any of the issues of basic
"realities" of biology and cultures. Rationales and "scientific"
descriptions of such things are just as likely to lead to strange
interpretations and additions. The dwarf ability to eat rocks is exactly
that kind of rationalization required for an underground city, and such
rationales are exactly the kind of thing that many people find implausible.
In reality, the goofiness of the PS texts and other supplemental materials
are simply some occasional bad writing based on some (strange, out of
character, unusually) bad ideas or some slipshod editing, and none would
have been prevented or even influenced by the kind of thinking on how
campaign material should be developed as has been presented
here. Establishing a basic framework for rationalizing the size and growth
of cities based on a fantastic reality would not influence whether or not a
human is put in charge of Tuarhieval or a dwarf thane turns into a hirsute
rock spirit. It wouldn`t prevent the appearance of a monkey god who
traipses in and out of Kaltharak under the rocky nose of the Gorgon with
Anuirean heirlooms in tow. Such material will not help in dealing with the
vagaries of the PS texts like Holy Avengers for paladins that don`t exist,
or access to metals that can be used to arm entire units with much more
effective weapons. Some more rational and logical thinking in the maps
contained in such materials is certainly welcome, but it`s far from the
panacea that`s being suggested, and something that will in the end have
very little impact on actual play.
That`s not to say no one should bother. I think we should bother. I
_like_ bothering. In the previous post I wrote up substantial points
regarding how this particular issue should be addressed. I`m just not
convinced that it`s the kind of thing that will really make that much of a
difference to any more than a small number of people in the long run.
>You are dangerously close to the "they aren`t as smart as I am, so give em
>garbage, they won`t know the difference" theory of supliment production.
>Please, back away from the edge. Lets produce quality products.
After a brief flirtation with conformity, I`m pleased to report that I
jumped off the "I`m smarter than everyone else" cliff a long, long time
ago. Thanks to the resulting freefall I am thankfully free to write
material that reaches as high as I`m inclined rather than to give anyone
garbage.... However, I would describe the previous post`s text as
recognizing that most people aren`t as interested in the things I`m
interested in, and I realize I shouldn`t try to impose my style and
interests on others not only because it won`t have the results you`re
suggesting, but also because it isn`t what people want in their campaign
material.
There`s a wide gulf between developing this material for the purpose of
designing a campaign world and actually putting such material into the
published materials. I think it`s an admirable effort, but it`s not really
necessary--at least, I`ve never heard of anyone doing so and winding up
with campaign material that was any more successful than any other
material. The impact such things have on the final result is also, at
best, negligible.
Gary
RaspK_FOG
09-24-2003, 11:21 PM
In the end, it is all a matter of scrutiny... In my (non-cerillian) campaign, I made a table that gives the chance lycanthropes have of having lycanthropic offspring based on biological findings concerning inherent afflictions, like hemorofilia (I am not sure if I spelled that right...) and daltonism (colour-blindness in red and green; other colour-blindnesses are a bit more confusing).
geeman
09-25-2003, 12:22 AM
At 01:21 AM 9/25/2003 +0200, RaspK_FOG wrote:
> In the end, it is all a matter of scrutiny... In my (non-cerillian)
> campaign, I made a table that gives the chance lycanthropes have of
> having lycanthropic offspring based on biological findings concerning
> inherent afflictions, like hemorofilia (I am not sure if I spelled that
> right...) and daltonism (colour-blindness in red and green; other
> colour-blindnesses are a bit more confusing).
That`s an interesting idea, and could be useful for determining the
inheritance of blood abilities for BR scions. Were these typical
dominant/recessive gene tables or did you do something more involved?
Gary
RaspK_FOG
09-25-2003, 09:07 AM
The tables were typical for dominant/recessive genes, but for the ones that appear only on the 23rd pair of chromosomes, more particularly the Y chromosome. This means:
Cursed father X Normal mother:
Normal male offspring, Carrier female offspring
Normal father X Carrier mother:
50% Carrier female offspring, 50% Cursed male offspring
Normal father X Cursed mother:
Carrier female offspring, Cursed male offspring
Cursed father X Carrier mother:
50/50 Carrier/Cursed female offspring, 50% Cursed male offspring
Of course, if both parents are Cursed, all offspring are Cursed.
Carriers can only be female, and they are identical to natural lycanthropes (Cursed), but cannot pass the curse on to others, much like infected lycanthropes.
RaspK_FOG
09-25-2003, 09:09 AM
Oops! Make that X, instead of Y, alright?
geeman
09-25-2003, 11:47 AM
At 11:07 AM 9/25/2003 +0200, RaspK_FOG wrote:
>The tables were typical for dominant/recessive genes, but for the ones
>that appear only on the 23rd pair of chromosomes, more particularly the Y
>chromosome.
One of the things that`s never really been adequately addressed in BR is
that there appears to be an inheritance function of blood
abilities. Bloodline derivation, strength and score all have rules for how
they are passed on to progeny, but blood abilities lack any such guidelines
despite the fact that several families are described in the texts as having
blood abilities in common or blood abilities that are otherwise passed on
from parent to child. The closest thing we have is investiture, but even
that doesn`t really account for the passing of blood abilities except where
the bloodline is passed on to an unblooded "host" in its entirety,
otherwise it`s just a bump to bloodline score.
So anyone have ideas on how they might want to reflect passing blood
abilities on to children? Would something like the dominant/recessive gene
table work?
Gary
Athos69
09-25-2003, 01:19 PM
Guys... I know that we all want some level of realism, and a certain consistency of logic in the game, but there is a point that if we go beyond, it becomes anal-retentive minutae.
Let's remember the KISS principle, shall we?
-Mike
kgauck
09-25-2003, 09:36 PM
----- Original Message -----
From: "Athos69" <brnetboard@BIRTHRIGHT.NET>
Sent: Thursday, September 25, 2003 8:19 AM
> Let`s remember the KISS principle, shall we?
There is a difference between simplicity and incoherance. Its an important
distiction. The PS`s that were produced were so bad that many people
rejected a significant portion of them. Let`s not produce crap, shall we?
Kenneth Gauck
kgauck@mchsi.com
Athos69
09-25-2003, 10:20 PM
Ken, noone is proposing that we produce Crap.
Because the writers of the Atlas sections don't have to fill 64 pages, ther is no pressure to include drivel that makes no sense. We need to fill a maximum of 4 pages or so, with maybe a 2-3 paragraph writeup on each province, not a freakin' novella. If we were supposed to produce scads of text, the Atlas would wind up being heavy enough to bust a coffee table under its weight.
The 4 pages include: The stat block of the realm, some basic gazeteer-style facts and figures, an overview of the society, a brief history, the provinces that comprise the nation, with 1 or 2 points of interest and a 1 papragraph writeup on the administrator / preeminent personality there, the political outlook of the nation, important people on the National scale (in a bit deeper detail than the Provincial writeups) and a list of plots and rumours.
All of this in maybe 3-4 pages. I don't think that there is room for crap.
geeman
09-25-2003, 11:24 PM
At 04:11 PM 9/25/2003 -0500, Kenneth Gauck wrote:
>The PS`s that were produced were so bad that many people rejected a
>significant portion of them. Let`s not produce crap, shall we?
I still think that`s an exaggeration. There were the occasional items in
the PS texts that were bad, but in the corpus of original BR material they
contained no more (and probably a smaller overall percentage given the
relative page and word counts) bad ideas or badly written prose than
existed in the Rulebook and the various other campaign expansion
texts. None of the bad ideas in the PS texts IMO is as bad as the
expansion of the magic system for BR into the numbing horror of
battlespells in the BoM and BoP, nor anything as vague or having the
ramifications as the text in the Rulebook that caps the number of blooded
wizards at 140 that so many folks have glommed onto over the years. Then
there are fundamental problems with the Rulebook like the undervalued GB,
which influences the overall domain system in regards to the cost of
mustering troops, building castles, etc. Several of the domain actions are
tragically ill-thought out too IMO. Several of these have been addressed
by the BRCS design team in ways that are much more satisfying that the
originals.
Also, most of the things that were bad in the PS texts were very
modular. That is, one can easily ignore Grimm Graybeard`s transformation
in the PSoB-A or Savane`s takeover of Tuarhieval in that realm`s PS text
because those things are tied into the backstory for new PCs taking over
those realms. Since a lot of people would prefer to do their own thing
when dealing with the inheritance of those domains they can (and should) be
viewed as suggestions rather than actual campaign cant. In fairness, the
information on Savane in the PSoTuarhieval does take up an inordinate
amount of room in that text for what it is--though it still takes up less
room than all the info on battlespells--but the text does use that
situation to illustrate the attitudes and opinions of the elves in that
realm and to describe their interaction with humans, so it`s not all
bad. Besides, I can understand the desire of the folks who wrote the PS
texts to come up with new ways to transfer a realm. There`s only so many
ways one can write (or read) variations on "the king is dead..." without
one`s eyes glazing over.
The majority of the PS texts contained information on individual provinces,
the holdings, ecological information, population numbers, the history of
the realm, various colour commentary and adventure ideas that is generally
solid and useful for DMs running campaigns in those realms, and they work
as general references in several situations. At least, I`ve found them
solid and useful. I`ve used information in the PSoTuarhieval for
adventures that took place in the Sielwode, and had players refer to
the PSoB-A for information on how their dwarf PCs should behave or to find
their position on dwarf society.
If one were to tally all the things in the PS texts that were bad, I don`t
think you`d get a list of more than ten that were significant, and several
of those are pretty subjective. (I still think that dwarves eating rocks
is a good idea from PSoB-A, which is something a lot of people have
expressed a dislike for.) However, let me pose the following question to
everyone in general: What items in the Player`s Secrets texts do you think
should NOT be included in an update of them or of other BR materials and why?
Here are a few that would be on my list:
1. The very specific new information on heirs to the realms who are assumed
to take over from the existing regents presented in the campaign
sourcebooks for each region. None of this material should be written right
into the text itself. It`s better off as a boxed text explaining how one
might handle the transfer of the domain.
2. Grimm Graybeard`s elevation (or "declination" I suppose) into an
incorporeal rock spirit. It`s just too weird.
3. The PSoMedoere should not indicate that Ruornil has intervened (or will
intervene) to keep that land safe from invasion. The BR gods should
maintain their "hands-off" pact. (Note: This part of that text can simply
be viewed as a jingoistic/mythical telling of the realm`s history rather
than truly factual, in which case that text is actually rather appropriate.)
What else?
Gary
RaspK_FOG
09-25-2003, 11:36 PM
Originally posted by geeman@Sep 25 2003, 11:47 AM
So anyone have ideas on how they might want to reflect passing blood abilities on to children? Would something like the dominant/recessive gene table work?
Gary
I believe that this could be done as a variant... In fact, I think we can suggest it as a variant! Anyway, this should be done (if you really want to, since family trees can give you quite a headache...) with the following things on mind:
More usual occurence should be given to minor abilities; thes should be represented by genes that are known as codominant: both exist, so a father with the gene will have children wich all share the gene and the ability!
Less usual should be treated as dominant/recessive pairs.
irdeggman
09-25-2003, 11:42 PM
Originally posted by geeman@Sep 25 2003, 06:47 AM
At 11:07 AM 9/25/2003 +0200, RaspK_FOG wrote:
>The tables were typical for dominant/recessive genes, but for the ones
>that appear only on the 23rd pair of chromosomes, more particularly the Y
>chromosome.
One of the things that`s never really been adequately addressed in BR is
that there appears to be an inheritance function of blood
abilities. Bloodline derivation, strength and score all have rules for how
they are passed on to progeny, but blood abilities lack any such guidelines
despite the fact that several families are described in the texts as having
blood abilities in common or blood abilities that are otherwise passed on
from parent to child. The closest thing we have is investiture, but even
that doesn`t really account for the passing of blood abilities except where
the bloodline is passed on to an unblooded "host" in its entirety,
otherwise it`s just a bump to bloodline score.
So anyone have ideas on how they might want to reflect passing blood
abilities on to children? Would something like the dominant/recessive gene
table work?
Gary
Pg 39 of the BRCS addresses this under Hereditary Blood Abilities.
"Players should make an effort to include abilities for which their characters' families are known. If the random method is used, frequency should be strongly preference (perhaps as much as 75%)."
IMO, it is a storyline issue that is created with the character's history. If too much emphasis is placed on the mechanics in this case, the story (and player's options) get severely limited. It is important for the DM to work with the players to develop well thought out character histories that include any hereditary blood abilities. In any case, any such hereditary blood abilites shouldn't be introduced without a relevent character history that includes his family.
RaspK_FOG
09-26-2003, 12:22 AM
Originally posted by irdeggman@Sep 25 2003, 11:42 PM
Pg 39 of the BRCS addresses this under Hereditary Blood Abilities.
"Players should make an effort to include abilities for which their characters' families are known. If the random method is used, frequency should be strongly preference (perhaps as much as 75%)."
IMO, it is a storyline issue that is created with the character's history. If too much emphasis is placed on the mechanics in this case, the story (and player's options) get severely limited. It is important for the DM to work with the players to develop well thought out character histories that include any hereditary blood abilities. In any case, any such hereditary blood abilites shouldn't be introduced without a relevent character history that includes his family.
You are right; it's just that the DM should make the effort if feels it's worth it. as for the 75%, well, it seems too good to me... It would mean that both parents shared a dominant gene for each and every ability they have!
Anyway, thinking it over, I have to propose the following:
Codominant:
Equally dominant: both appear at the same time, which means they blend together. Blood types/groups A and B are such, with AB being the obvious result; pink flowers out of red and white parental plants is another such case.
Incompletely dominant: both appear at the same time, in different areas. An example to this is the spots on animal fur (cats and such).
Dominant/Recessive: The dominant appears whenever it exists.
So, higher levels should be dominant when compared to lower levels of the same ability or codominant, codominant when compared to abilities of the same level, and dominant to standard genes.
irdeggman
09-26-2003, 01:18 AM
Originally posted by RaspK_FOG@Sep 25 2003, 07:22 PM
You are right; it's just that the DM should make the effort if feels it's worth it. as for the 75%, well, it seems too good to me... It would mean that both parents shared a dominant gene for each and every ability they have!
Anyway, thinking it over, I have to propose the following:
Codominant:
Equally dominant: both appear at the same time, which means they blend together. Blood types/groups A and B are such, with AB being the obvious result; pink flowers out of red and white parental plants is another such case.
Incompletely dominant: both appear at the same time, in different areas. An example to this is the spots on animal fur (cats and such).
Dominant/Recessive: The dominant appears whenever it exists.
So, higher levels should be dominant when compared to lower levels of the same ability or codominant, codominant when compared to abilities of the same level, and dominant to standard genes. [/quote]
Wait, I believe what you are trying to get to is that each blood ability should have a rating in their dominance. What the BRCS was referring to is familial dominance. There is very much a difference, otherwise say an ability like Divine Wrath (which is generally thought to be a Roele bloodline familial blood ability) would show up a heck of a lot more frequently than it does in anyone with an Andurias blood line.
The hereditary blood abilities would follow the bloodline that was passed. If both parents had the same derivation, the one with the higher score would have the dominance and hence control any hereditary blood abilities. So likewise the dominant parent would "control" have the dominant bloodline, though the child's would be diluted.
We must remember that there is a difference between derivation and bloodline. Take for example the aforementioned Roele bloodline.
Since the bloodlines have been so diluted over the centuries there really should be very few hereditary blood abilities.
Bottom line I don't think there would be a way to cross reference blood abilities like eye color. Brown is dominant, Blue recessive. Since every blood ability has a different tendency in each bloodline, so not all Animal Affinities are created equal so to speak.
kgauck
09-26-2003, 01:45 AM
I found half of the text in the PS so bad as to be unusable. Every single
introductory letter, the motivations of nearly every PC, the economics, the
baffling desire to make the realms democratic or to present democratic
sympathies in a game based on aristocratic assumptions (rather than say,
articulating the aristocratic practices which were local), the addition of
unneccesary buffs and goodies, the way politics played out contrary to the
kind of politics which we might be able to make sense of in the real world
if we have some knowledge of political science, history, or anthropology,
and doing so without providing the alternate psychology that we could use to
act in this world. (Rokugan, BTW does a nice job in just a few pages moving
you well towards the psychology needed to fit into the Lot5R world). I
changed so much I had to warn my players that no part of them could be
relied upon for much of anything. Fortunatly they were not spending money
on these things (which is too bad for the life of the line when it was in
the business of selling us such things).
> There`s only so many ways one can write (or read) variations on
> "the king is dead..." without one`s eyes glazing over.
Then instead of giving us so many goofy variations on a theme, why not use
the four words and get on to the real parts that are interesting - the
transition of power - and stop trying to create a set of unique deaths.
Every person has a unique way of leaving the throne? Typically there are
three - death in battle, assassination, and sickness. Players want to know
about their guy, not how the old guy kicked it. Put the text where its
interesting.
> The majority of the PS texts contained information on individual
> provinces, the holdings, ecological information, population numbers,
> the history of the realm, various colour commentary and adventure
> ideas that is generally solid and useful for DMs running campaigns in
> those realms, and they work
They work so badly as to be worse than worthless. They offended the spirit
of the setting so often, contained absurd cartoonishness in the place of
real motivations and politics, and generally made me feel embaresment for
them. And then I can turn to works like a Magical Medieval Society,
Dynasties and Demagogues, and the AEG Rokugan setting and respond by
appreciating their political depth and sophistication, their sensible and
useful handling of the same issues as the PS`s tried to and pulled off so
much better.
> Note: This part of that text can simply be viewed as a jingoistic/
> mythical telling of the realm`s history rather than truly factual, in
> which case that text is actually rather appropriate.)
As I have said dozens of times during discussions of conversion materials,
this is exactly how all of the material should be presented. From one
person`s point of view. That person may be well informed, but any DM can
ignore any bit of text they don`t like because the source (Chancellor Bob)
was mistaken on this point, or was politically motivated. The shorter the
text the more it can carry the mantle of objectivity, but when they reach a
PS length, the need to adopt a clear point of view.
Kenneth Gauck
kgauck@mchsi.com
as general references in several situations.
Athos69
09-26-2003, 02:50 AM
The shorter the text the more it can carry the mantle of objectivity, but when they reach a PS length, the need to adopt a clear point of view.
But we aren't making sections in the Atlas the size of a PS -- somethng that you seem to be forgetting. We're making each section 4 pages in length -- 16 times smaller, so you can stop worrying about us coming up with unusable tripe that you are going to ignore anyways.
I'm starting to get the feeling, Ken, that it doesn't matter what we write, you are going to gainsay us and pull it to shreds. As a consequence. I am no longer going to worry about your opinions on the Atlas, unless you start putting your own vision down on paper and write a damn section that I need to interact with for the sake of internal consistency.
In short Ken, You can talk the talk -- let's see you walk the walk.
kgauck
09-26-2003, 05:14 AM
> But we aren`t making sections in the Atlas the size of a PS --
> somethng that you seem to be forgetting.
No, I`m talking about the PS` because its a frame of reference we call can
use as such. Its mistakes are observable, the future atlas has not been put
out there, so it can`t be discussed except in the hypothetical.
So, don`t take all that I am saying to refer to you. I`m not really paying
attention to these BRCS projects. I didn`t comment at all on the basic CS
document itself. It didn`t wow me, I didn`t throw my monitor out the
window. I read it and decided it was fine, but I wasn`t gonna use it. Once
again, the BRCS people are getting too sensative. So much so in fact, that
we can`t even discuss what was wrong with the PS`.
> unless you start putting your own vision down on paper and write a
> damn section that I need to interact with for the sake of internal
consistency.
Sorry, but I have put so much stuff on this list that my bona fides are
established. I`ve written documents on economics, social structure,
demographics, mythology, the history of several realms, and posted them all
to the list. See my May 11, 2002 history of Cariele. See my website for
character treatments and my approach to classes, including the specialist
cleric. Nearly everything I write down as campaign material gets posted
here. I am on record. I change my magic system, I put it here. I work on
the Shadow World, I put it here. I write a dwarven cosmology, I put it
here. I`ve been walking the walk for over six years on this list.
Kenneth Gauck
kgauck@mchsi.com
Osprey
09-26-2003, 05:35 AM
Concerning Hereditary Blood Abilities:
Bloodmark and Blood History have always been two of my favorite inherited blood abilities. They just intuitively make sense. Of course, they're also really interesting to acquire as the result of bloodtheft...
For instance, in my current campaign the PC's bloodthefted Heirl Diem. The usurper rolled a crit. failure to resist changing derivations - so I interpreted that as not only changing derivations to Brenna, but since he had to switch certain powers (he had a bloodline of Vorynn before), he gained the Diem bloodmark, and is forever branded as a "usurper" of the Diem line. Talk about a mixed blessing (and -1 on a lot of those CHA checks and skills!).
-Osprey
geeman
09-26-2003, 09:57 AM
At 01:42 AM 9/26/2003 +0200, irdeggman wrote:
> Pg 39 of the BRCS addresses this under Hereditary Blood Abilities.
>
> "Players should make an effort to include abilities for which their
> characters` families are known. If the random method is used, frequency
> should be strongly preference (perhaps as much as 75%)."
I was looking for a little more articulation and discussion of how this
kind of thing might work.... Assigning a percentage "as much as 75%" is
one way, but one of the things I think we could entertain is some
discussion of what the heredity of bloodlines might be, and if it would
make sense to have inheritance work in a manner similar to real world
genetics. Of course, there`s no reason why things would have to look like
real world genetics, but I`m curious what kinds of things the netforce
would come up with.
> IMO, it is a storyline issue that is created with the character`s
> history. If too much emphasis is placed on the mechanics in this case,
> the story (and player`s options) get severely limited. It is important
> for the DM to work with the players to develop well thought out character
> histories that include any hereditary blood abilities.
I think this kind of material is "role-play neutral." That is, some rules
are bad because they limit players, but and this could wind up limiting
player`s options, but it could also wind up inspiring role-playing issues
and making for a more interesting campaign. Take, for instance, the
possibility of a son having blood abilities that differed from his
father`s. Is he legitimate? Is he a black sheep? Is he going to follow
in his father`s footsteps? Is he suited to? What if, for instance, the
reason why Raesene was never truly accepted by his family was because his
blood abilities differed from his father`s? (I know, he didn`t have blood
abilities before Deismaar, but the Gorgon is the most prominent and
poignant example, so I made it anyway.) In many ways it could spark
campaign material and provide role-playing opportunities. It`s a slightly
different direction than anything that is in the core texts, but I`d
suggest that there are a few indications of this kind of thing here and
there that could be used to justify coming up with some guidelines for how
it might work.
Generally, I`ve found players very receptive to being limited if they are
compensated in some other way. When I did character generation last time,
for instance, I gave one player a very limited number of blood abilities to
choose from (I don`t like random generation) but gave him an extra point
(using my BP system) and he didn`t complain at all. In fact, he bragged a
bit, so in the end this kind of thing can work out without too much
manipulation or worry.
>In any case, any such hereditary blood abilites shouldn`t be introduced
>without a relevent character history that includes his family.
I think that`s true. It should probably be noted that in BR we have a
slightly more extended version of that perennial issue with long running
D&D campaigns--PCs who have little PCs. I`m sure everyone who has played a
long running campaign has eventually had PCs get married, start families,
etc. In BR, of course, there`s a prerogative to do so since we have all
that stuff with heirs, dynasties, etc. In a very practical way it might
make more sense to have this kind of thing included in a core text (or in a
BoR type expansion since that original BR text is the one that dealt with
dynasties in more depth) since BR players are more likely to engage in
things like political marriages, offspring, inheritance, heirs, etc. than
players might in, say, Ravenloft or Planescape.
If this leads to a whole system of generating family backgrounds and
bloodlines, however, that`d be just fine by me. One of the things I liked
about the old 1e Oriental Adventures text was the section on generating a
family background; the estates/assets of the family, their honor and
historical information. Very cool stuff that, and just a few pages of
text. In many ways it was a pre-BR kind of thinking that went into that
stuff, and I confess that my interest in BR is in no small way influenced
by the general family/clan background material in that and in a few other
gaming material. Most campaigns I played in the past focused on exactly
that kind of emphasis; building up a dynasty and hacking kingdoms out of
the wilderness (or wrestling kingdoms away from the unworthy....) While
it`s not for everybody it would make for a good set of "demographic" or
background information for BR fans even if they don`t use it in its entirety.
Gary
geeman
09-26-2003, 09:57 AM
At 08:30 PM 9/25/2003 -0500, Kenneth Gauck wrote:
>As I have said dozens of times during discussions of conversion materials,
>this is exactly how all of the material should be presented. From one
>person`s point of view. That person may be well informed, but any DM can
>ignore any bit of text they don`t like because the source (Chancellor Bob)
>was mistaken on this point, or was politically motivated. The shorter the
>text the more it can carry the mantle of objectivity, but when they reach a
>PS length, the need to adopt a clear point of view.
I think the best approach is something very similar to what the BE:AoC text
did. An introductory text that is IC followed by a more objective
description of the character, his domain, NPCs, etc. In a PS text or other
SB these might take the form of an introductory text (a paragraph or a few
paragraphs) at the beginning of each chapter, but putting an entire text an
exercise in perspective can make it a bit hazy in regards to actually
trying to do mundane things like find information in the gaming material,
so the texts become less useful as resource documents--often a primary
function. That aside, perspective can obscure actual guidelines making for
a confused, meandering text. An introductory text followed by objective
prose allows for both in-character, POV stuff for role-playing purposes and
an organized document.
Gary
kgauck
09-26-2003, 01:01 PM
----- Original Message -----
From: "Gary" <geeman@SOFTHOME.NET>
Sent: Friday, September 26, 2003 4:25 AM
> That aside, perspective can obscure actual guidelines making for
> a confused, meandering text. An introductory text followed by
> objective prose allows for both in-character, POV stuff for role-
> playing purposes and an organized document.
Meandering is just bad writing. Confusing likewise. Obscuring actual
guidelines is actually kind of the point. When I throw out color text (and
so much really just amounts to color text) I allow the idea to remain as
superstition or a widely believed mistake. The only time I write in 3rd
person omniscient is when I am writing for myself. Anything the players see
is through the voice of an NPC, and is influenced by their world view. I
certainly wouldn`t include a text with adjectives or other modifiers in the
authoratitive voice of the DM.
Kenneth Gauck
kgauck@mchsi.com
RaspK_FOG
09-26-2003, 01:31 PM
About the genetics and blood abilities discussion, I think you may be right... I overdid it with dominant abilities, which would result in too many blooded people.
I could propose another system then; if you really are interested, we could gather all the families, make their relevant trees and work out the diagrams!
And no, I don't know how should we do it, but it could be done in a way that all abilities were assigned a probability, and then give an alternate, saying that the various levels could simply have a uniform chance of appearing based on level (minor: good chance, major: average chance, great: small chance), and work out the table accordingly. It would not take long if I had an organised diagram (family trees), but I don't... Does any of you have one?
geeman
09-26-2003, 04:22 PM
At 07:18 AM 9/26/2003 -0500, Kenneth Gauckwrote:
> > That aside, perspective can obscure actual guidelines making for
> > a confused, meandering text. An introductory text followed by
> > objective prose allows for both in-character, POV stuff for role-
> > playing purposes and an organized document.
>
>Meandering is just bad writing. Confusing likewise. Obscuring actual
>guidelines is actually kind of the point.
That may be true, but in many cases in-character prose lends itself to
meandering and confusion. In fan produced material its often an oxymoronic
method of going about writing gaming material. In character text has a
time and place IMO. "Greatly speaking much rulishness has come upon the
landly! Take heed--and read--that you might find, descriptionwise, the
facts among the fiddle faddle!" I prefer a simple expository text for the
majority of a document unless there`s some point in obscuring things.
I can only tell you that when I`ve come upon campaign material that relied
over-heavily upon a first person perspective I`ve found it a rather
heavy-handed device that grows tiresome pretty quickly. Amongst D&D
products probably Planescape is the most obvious example of in-character
prose, but those texts actually dip in and out of character, using the
vocabulary occasionally to maintain theme. However, those texts drop out
of that voice when it makes sense to do so, and in something as expository
as a PS text I think that`s pretty quick. The "goofy" aspects of the PS
texts are just as likely to come about due to the vagaries of the
in-character text, so as a scheme for writing those documents I think a
little more objectivity is sensible.
Gary
DanMcSorley
09-26-2003, 05:43 PM
On Fri, 26 Sep 2003, Athos69 wrote:
> I`m starting to get the feeling, Ken, that it doesn`t matter what we
> write, you are going to gainsay us and pull it to shreds. As a
> consequence. I am no longer going to worry about your opinions on the
> Atlas, unless you start putting your own vision down on paper and write
> a damn section that I need to interact with for the sake of internal
> consistency.
>
> In short Ken, You can talk the talk -- let`s see you walk the walk.
That was rude and unnecessary. Apologize.
--
Daniel McSorley
kgauck
09-26-2003, 07:29 PM
----- Original Message -----
From: "Gary" <geeman@SOFTHOME.NET>
Sent: Friday, September 26, 2003 11:03 AM
> I can only tell you that when I`ve come upon campaign material that relied
> over-heavily upon a first person perspective I`ve found it a rather
> heavy-handed device that grows tiresome pretty quickly.
The best example I am familiar with (you mentioned Planescape) is the Blood
Enemies supliment. Since this books is supposed to be a compendium of
researchers, its easy to change anything without imposing DM fiat (I changed
it so you don`t know what the Vampire can do) be instead saying, "yes that
was commonly believed to be true, but first hand, things appear otehrwise."
> The "goofy" aspects of the PS texts are just as likely to come
> about due to the vagaries of the in-character text, so as a scheme
> for writing those documents I think a little more objectivity is sensible.
True, but I don`t mind characters having goofy ideas. It makes source
critcism harder. "Who do we trust about Baron Ghoere? The man who thought
the world was flat, or the one who thought he was a bird trapped in human
form?" An exageration, but it presents the kinds of problems I encourage.
The text should appear more or less objective, with the preface, perhaps as
you describe in clear IC text, that this is only researched information, and
may contain flaws, giving everyone an escape hatch. DM`s do it anyway, but
this puts a nice polish on things. Rules lawyers are less of a problem when
you have such a statement.
Kenneth Gauck
kgauck@mchsi.com
irdeggman
09-26-2003, 07:59 PM
Originally posted by geeman@Sep 25 2003, 06:24 PM
of those are pretty subjective. (I still think that dwarves eating rocks
is a good idea from PSoB-A, which is something a lot of people have
expressed a dislike for.) However, let me pose the following question to
everyone in general: What items in the Player`s Secrets texts do you think
should NOT be included in an update of them or of other BR materials and why?
Here are a few that would be on my list:
1. The very specific new information on heirs to the realms who are assumed
to take over from the existing regents presented in the campaign
sourcebooks for each region. None of this material should be written right
into the text itself. It`s better off as a boxed text explaining how one
might handle the transfer of the domain.
2. Grimm Graybeard`s elevation (or "declination" I suppose) into an
incorporeal rock spirit. It`s just too weird.
3. The PSoMedoere should not indicate that Ruornil has intervened (or will
intervene) to keep that land safe from invasion. The BR gods should
maintain their "hands-off" pact. (Note: This part of that text can simply
be viewed as a jingoistic/mythical telling of the realm`s history rather
than truly factual, in which case that text is actually rather appropriate.)
What else?
Gary
Some good points Gary.
One thing that everyone shuld keep in mind is that the Atlas is supposed to be just that, an atlas and not a "new" version of the PS modules. The atlas is supposed to handle the economics, geography, major regents (at the time), known holdings (again at the time), major assets (also at the time), maps, etc.
One of the things this entails is that there should be no built-in text documenting how rulership is being transferred. This, IMO is so game specific that each DM would be redoing it anyway, so this would really add no value and only end up using valuable space space.
Now a section in Chap 8 covering possible ways for a DM to handle a transference of rulership could be useful - provided people have some ideas of the text that should be added. IMO it should be short, sweet and just basically cover ideas that a DM can use to handle the situation.
irdeggman
09-26-2003, 08:08 PM
Originally posted by RaspK_FOG@Sep 26 2003, 08:31 AM
About the genetics and blood abilities discussion, I think you may be right... I overdid it with dominant abilities, which would result in too many blooded people.
I could propose another system then; if you really are interested, we could gather all the families, make their relevant trees and work out the diagrams!
And no, I don't know how should we do it, but it could be done in a way that all abilities were assigned a probability, and then give an alternate, saying that the various levels could simply have a uniform chance of appearing based on level (minor: good chance, major: average chance, great: small chance), and work out the table accordingly. It would not take long if I had an organised diagram (family trees), but I don't... Does any of you have one?
I just don't see this as being doable. Again the hereditary blood abilities are based on bloodlines not on derivation, so every bloodline would have its own distinct weighty. Since not every bloodline is (or will be) documented I just don't see this as very useful.
As an example I will again refer to Divine Wrath of the Roele bloodline and Healing of the Dosiere bloodline - both are of And. derivation. They can't both have the same weight on a generic scale since this would lead to a greater amount of scions with And derivation having these abilities. Divine Wrath is supposed to be a very rare thing.
Any table created would just end up getting re-done by most DMs if they even bothered to use it. The table would have to be done for each bloodline in any event rather than by derivation.
Now in the Atlas any hereditary blood abilities from a bloodline could be listed as such for the major scions listed. Remeber that not all scions will be documented in the atlas and even when documented not all will have the same amount of detail - it will depend on how much of amajor factor the scion is.
ryancaveney
09-26-2003, 08:34 PM
On Sun, 21 Sep 2003, Gary wrote:
> At 09:41 AM 9/21/2003 +0200, Athos69 wrote:
>
> >Anikmal farming (goats) is done underground, and I would hazard a good
> >guess that teh goats are fed on fungi.
>
> Unless you`re referring to something else, the section that describes
> this in the BA SB just says that the goats are _penned_ underground,
> and that that is done for occasions when hunting (a surface activity,
> presumably) is not possible or game scarce, not that the farming of
> such livestock is done entirely beneath the surface of the earth.
I agree -- the goats, to make sense, would have to live primarily above
ground and get their food there. Livestock is a rather inefficient means
of feeding people -- if the dwarves are going to eat the same fungi the
goats would, they`d be much better off just eating the fungi and never
bringing the goats into it.
> Given the secretive nature of dwarves, it`s pretty likely that they
> would graze such creatures in isolated valleys and glens of their
> mountainous terrain, difficult to reach by foot--if one doesn`t have a
> tunnel, that is.
Now this is a really good idea. This is exactly the kind of herding I can
imagine dwarves doing.
Ryan Caveney
ryancaveney
09-26-2003, 10:11 PM
On Sun, 21 Sep 2003, Osprey wrote:
> > If sidhelien become more like fairy being as some here have
> > supposed there is no reason why Cerilian dwarves can`t
> > become somthing like little stone golems ;-)
>
> Maybe more like little earth elementals. ;)
That`s perfectly serious, IMO. They have the density of stone and are
cold to the touch! Defintely not normal living creatures.
> Seriously, though, even though BR doesn`t use the Elemental Planes as
> accessible places,
My BR does, in part because the bloodlines themselves have such strong
elemental associations. In fact, I think that`s the primary factor
determining the bloodline derivation of a blooded elf: if you see an elf
with a Basaia bloodline (Rhuandice Tuarlachiem, for example), you can be
fairly sure that elf is going to have fire as the dominant element of her
personality, and so on -- and vice versa, if blooded. At Deismaar, I
think that while the distribution of derivations to most races was based
primarily on the identity of the nearest exploding god, the distribution
of derivations to elves by contrast was determined primarily by their
preexisting elemental composition: the right kind of energy "stuck" much
more effectively than the wrong kind.
> I consider dwarves to be akin to the elemental races (not pure
> elementals, but more like the Dao, Xorn, etc.), but far more grounded
> on the Prime and in life. More like an elemental affinity. If humans
> have the 4 elements balanced within them (by Aristotelian reasoning),
> dwarves are mainly Earth with lesser amounts of the other elements.
I consider the dwarves to be the first of the many "manufactured" races of
Cerilia -- that is, everyone sentient except the elves, giants and
dragons. In my version of the backstory, when the dragons first arrived
and met the native elves and giants, they were fleeing a war and feared
pursuit, so they needed an army. They asked the elves and giants, who are
essentially just embodied elemental spirits themselves, for help. Of all
the elements, earth is the easiest to mold bodies out of, so the race made
this way (the dwarves) is primarily earthen; additionally, earth is
associated with qualities like strength, steadfastness and durability
which are greatly to be desired in soldiers. Thus, IMO, the dwarves have
by far the best regular army in Cerilia in part because they were designed
that way by their creators. After the dwarf experiment, however, the
elves and giants became disenchanted with the dragons` desire to continue
experiments of this kind, and without the elder elemental races the
dragons could not give life directly to any new ones; thus the dragons
turned to manipulating existing life, and Uplifted (in the full David Brin
sense) all the other sentients (humans, gnolls, goblins, orogs, and
whatever weirdness may be found in Aduria, such as yuan-ti and wemics) to
serve as their private armies as they go to fighting each other when the
long-feared pursuers never arrived.
I`ve said all this before, sometimes in greater detail, but the subject
has come up again, so... here`s my favorite crackpot theory again. =)
Ryan Caveney
RaspK_FOG
09-27-2003, 09:32 AM
I will accept that I have no further arguments on the genetics subject. Irdeggman, you have proven that it would not have any real value, and I have to agree you are right about it...
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