Showing posts with label Bad guys. Show all posts
Showing posts with label Bad guys. Show all posts

Wednesday, July 20, 2011

A different take on alignments




An interesting discussion over at the Piazza's Dark Dungeon forum, made me think about alignments again. I am wondering if the original OD&D system of only the Law - Chaos axis might not be more suitable for what I am about to present than the more complex double axis system introduced in AD&D. I believe the Law/Chaos duality came from Michael Moorcock's fiction, and before that from Babylonian mythology. This could lead to endless philosophical discussions. However, playing Red Dead Redemption on my XBox 360 the other day, I was wondering if the Old West analogies might not work just as well. The question would then become whether you operate within the law (Lawful) or outside the law (Chaotic).

This is quite different from the early Arnesonian concept of Good Guys vs. Bad Guys. We know that in Western movies, the good guy can sometimes be the Sherrif, but just as often he will be the Outlaw working to bring down corrupt officials. So lets be clear that Chaotic does not mean evil, even if there in many scenarios will be more villainous elements working outside the law.

Reputation
This take on alignments is linked to the idea of reputation. Many different systems of reputation have been invented for D&D, but to keep it simple, lets say that reputation equals your character's level. 9th level represents the point where you have truly carved out a name for yourself that is, reached Name Level. Reputation is based on level, but is also linked to alignment. At first level, nobody cares who you are or what kind of person you are, but as you gain levels, people will have heard of you and your exploits. This is different from many D&D games where alignment is secret. Using this model, a high level character is pretty much a celebrity. People you meet will know who you are and what you have done, good or bad. More importantly, their reactions will depend on your reputation. A reputation as a Chaotic will gain you respect among criminals, orcs and evil wizards, but most cityfolk will react negatively towards you. Borrowing ideas from The Dark Dungeons discussion, a +4 bonus to charisma (or a -4 penalty) might be appropriate. Prices for weapons, equipment and lodging in towns will normally be higher for a chaotic. OTOH, buying shady goods from smugglers will probably not be an option for a Lawful character. (Note: I would also charge higher prices to characters using Cha as a dump stat regardless of reputation).

Chaotic Realms
While most civilized places will favor lawfuls, there will be regions, city districts, or even kingdoms where the situation is reversed. In a Pirate City, a known lawman will be viewed with suspicion if not outright attacked. A Champion of Chaos may find that the Black Gates of Mordor will open for him.

In general, it is more tempting to play an unscrupulous character. Because of this, I do suggest making it harder for these guys and rewarding those who play lawful characters and act according to their alignment.

-Havard

Sunday, August 15, 2010

[Characters] Stephen the Rock – First D&D Arch Villain

In 1975, TSR published D&D Supplement II: Blackmoor. Unlike Supplement I, Blackmoor was not just a mere collection of additional rules and monsters, but also featured a unique look into the actual Campaign World of the author through the world’s first adventure module Temple of the Frog.


The Temple of the Frog featured not only a dungeon, frog people, cultist-like monks and other critters.  It also featured the first Arch villain in D&D history. The villain was known as Stephen the Rock, or simply St. Stephen. I have previously discussed Dave Arneson’s tradition of letting players control the bad guys. St. Stephen was no exception. The player who had come up with this character was Stephen Rocheford, known as “Rocky” or “the Rock” among his friends. He remembers how he and Dave first came up with the character back in 1973:

“Dave approached me to invent an 'evil' character that would be 'different from the norm' in this world. Ergo, I thought and settled on a character that was 'not of this world' of Blackmoor. My inspiration eventually was from an old episode of the original Star Trek television series. In it, Captain Kirk found a planet of Nazi's and found the earthling, an historian, who founded it in the hope eliminating it's excesses and organizing this society for the betterment of all in the name of efficiency. I told Dave Arneson and he was delighted. He asked that I ‘flesh out’ the character. “

As we know this was not the last time that Star Trek would be a source of inspiration for the Blackmoor Campaign. The line between fantasy and science fiction was more blurry back then and elements of science fiction had been present from the beginning of the campaign. However, Rocheford’s ideas took things one step further:

“My character was a soldier( I was an Army Officer) who crash landed in Blackmoor with several others from a 'spaceship'. He found a village organized around a group of monks. They and the villagers thought the stranger was a very powerful wizard; in fact he was a man who used a 'phaser' and so overawed the indigenous people that he was proclaimed the ‘High Priest of the Monks of the Swamp’. “

Not only do we see the early seeds to the fabled adventure of the Temple of the Frog here, but also what would become the City of the Gods. Two of the most famous adventures of the Blackmoor line thus sprung from the discussions between Arneson and Rocheford. Rocheford had further ideas for the religious order his character established.

“I set about to organize a theocracy based on the worship of frogs, which were in great supply in the swamp. These frogs were bred and genetically improved over time until some special breeds grew to enormous size. A Temple was erected and an Order of Monks reorganized around this hall of worship. The High Priest had his secret chambers in which no one was allowed except his companions who filled various roles: security chief, treasurer, medical staff (for the genetics ) and so forth. In the High Priests most secret room only the security chief was allowed in as it possessed the generators to 'charge' the weapons and maintain the remnants of the computers from the crash. This allowed this small group to take over the immediate environs of the swamp and the villages. The High Priest wore robes similar to a Roman Catholic Archbishop( I grew up Catholic), complete with staff and mitre. In the temple at the far end was a large pipe organ that ran to the roof and which the openings allowed the countryside to hear the strain of the High Priest playing THE music of this cult: Toccata and Fugue in d minor, by Bach. He played this piece at the time of weekly feedings of the frogs. Those who failed to convert were fed to the frogs, and their possessions were donated to the church. The Temple expanded to transform the original social structure found into a complete theocracy that was evil in nature and which preyed on it neighbors in raids for loot and captives but which always retreated to the swamps in which to hide. Outsiders who ventured into the swamps did not return. The myths and legends which grew were terrible as to what evil lurked in the swamp.”

The basics of the Order of the Frog were given in Supplement II, but it is impressive to see the level of detailed planned for the actual campaign, even down to the music St. Stephen played on his pipe organ. In Supplement II, Stephen was not the one who set up the cult originally, but an unsurper, who had taken over the Order. The DA series saw further developments to the character as Dave Ritchie explained St. Stephen’s relationship with the City of the Gods, making him a traitor to Captain Bork Riesling, seeking power instead of obeying Riesling’s orders to follow the “Prime Directive”.
Rocheford explains that the character was developed in several stages in discussions between him and Dave Arneson. The original concept was formulated in 1973, but the two gamers kept working on the character until 1977. However, already when the first ideas had been sketched out, the character was to be introduced into the campaign:

 Eventually 'The Great Svenny' and his friends heard of this and were intrigued sufficiently enough to launch an expedition. Dave made sure we had worked out several details about this prior to him, as referee, passing on the rumors of this society in the swamps to the players. I kept my role as High Priest, per Arneson's request, secret from the others until the first actual expedition. One of the characters was killed and his loss was a warning to the others and so set the stage for future endeavors by the group who wished revenge and to find out what happened. It was a great "what happened" set up when they finally found the the weird guy in the robes who shot an immensely powerful lightning bolt at them. Awaking later in the swamp, all that could be remembered evoked a 'riddle wrapped in a mystery inside an enigma'. The game was on!!!

Thanks to Dan H Boggs for providing the information from Stephen Rocheford.

Image Source: Brainiac 5.





-Havard

Wednesday, October 14, 2009

DEMONS OF BLACKMOOR


Evil is very much present in the North. Adventurers exploring the darker places of the region risk encountering the darkest of evils, the Demons of the Fiery Pyts (Hell). Demons cannot normally exist on the Prime Plane unless summoned by mortals so it is surprising that so many of these darkest of creatures exist in the North. Many of these demons were called to Blackmoor in during the Mage Wars (Year 815-896). With the intensity of the battles between the spellcasters of the north, many desperate mages sought any means to ensure their victory in this bitter conflict. Ancient scrolls detailing the secrets of demonology were brought out from dusty vaults and once again put into practise. Some such pacts involved humans breeding with the infernal creatures, giving birth to children with demonic blood in their veins. The Mage Wars were not the first time demons were seen in the North however. In the deepest underground lairs and in the darkest forests, creatures exist that have been living their since before the men of Thonia began exploring these lands. Some believe these creatures are older than the race of Men itself. The Wizards Cabal has worked hard to purge the North of demonologists. Many practitioners of such arts have been executed over the last decades and many forbidden scrolls and tomes have been burned. Still, there are masters of demonology out there, summoning demons and using them to undermine the powers of law and good in Blackmoor.

Demons in Dave Arneson’s Campaign
There are several accounts of demons from Dave Arneson’s own campaign. Back then, the only type of demon existing was the Balrog, so that is the term most often used. In the encounter tables from the First Fantasy Campaign, there is a 5% chance to encounter Balrogs in desert or mountainous terrains. In Rob Kuntz’ account of Robilar’s Journey to the City of the Gods, Robilar’s meeting with a Balor is described; a battle which almost cost Robilar his life:

“Suddenly, the light grew, like an approaching lantern in the dark of night. But then it expanded to fantastic proportions; at the same moment there issued a scream from
inside which sent fear into him. The light had become a blazing fire, with smoke issuing before it and pouring out of the aperture and onto the ledge. Robilar stepped back as a
flaming figure taller than himself leapt onto the ledge. In one hand it held a flaming sword; in the other a whip dangled, curling back and forth by the ministrations of the creature's
ever-flexing wrist.

Robilar faced one of the most feared enemies of legend, and one he had never chanced to combat in the past: a Balor. Its wings spread high and wide and then its baleful eyes pierced him. Robilar winced, avoiding those eyes. He gripped his sword, awaiting the demon's rush. Its flames, even from the odd distance of ten feet between them, was painful to endure. Robilar thought of Mordenkainen. He did have a levitation spell...

The Balor leapt. It was an incredible feat, for it adjusted for Robilar's dodge by using its wings to glide. The fighter swung at empty air. The creature landed upon the metal ledge with a sharp thud. Robilar wheeled left, attempting to flank it. There was a cracking sound. Robilar thought of ducking, but the thought came too late. He felt a tug and he moved involuntarily. His sword arm was wrapped in the whip and he was being dragged towards the demon!
As Robilar struggled with the creature he thought of every wrestling match he'd won, from Greyhawk City to Narwell, to the courts of Ivid the Mad himself. But this was an inhuman strength he'd never encountered, and even his girdle didn't seem to matter. Robilar was pulled closer until the smoke and flames were about him. He screamed, and wrenched at the whip. A
sword cut through the smoke, barely missing his head. He had felt it pass--and too close. He let go of his own sword, heard it clang to the ledge as he took firmer hold of the whip. This
steadied him for a second, but there was that damn flame again. It seemed to be feeding on him, growing more powerful as he remained in it. He grew faint, numb; and he barely felt his hands blistering while noting the distinct smell of burning leather--hisgauntlets. His eyes swelled shut and he gasped as the flame heated his armor, branding his body.

He was roasting! The accursed thing was roasting him! Robilar desperately tugged at the whip. He could feel it give a little; but his grasp was slipping fast. His knew that his hands were charred; and he mentally fought to hold on--to tug. Robilar arched his back and planted his feet. He tugged upwards with all his might. He screamed as he did so. The whip broke with a loud snap. Robilar tumbled backwards andfell from the ledge, cutting through the cool air like a stone. Unable to concentrate on bringing his boots to work, he plummeted toward the street below. Toward death”
-Rob J Kuntz, Oerth Journal #6


The term Balor is used here, since the term Balrog was removed along with the other Tolkien terminology in all but the earliest versions of D&D. Things looked fairly bleak for Robilar, but he was saved by Mordenkeinen, played by none other than Gary Gygax:

“Mordenkainen had been preoccupied with searching for secret doors for some time after Robilar ascended. Failing to find any, he had returned to his vigil of watching above. Minutes after Robilar had landed on the ledge, he had seen the smoke, then the flame. He was in the process of casting his levitation spell when a body appeared and fell
groundward.

Mordenkainen adjusted the verbalization in time and cast the spell upon the body: it slowed but did not stop. It was all Mordenkainen could do to control the spell effect, bringing the body of his companion, who he now recognized, to a less than perfectlanding on the pavement below, where it tumbled and rolled for a few seconds afterwards. Mordenkainen approached a dazed and burnt fighter. He shook his head in dismay.”
-Rob J Kuntz, Oerth Journal #6


Original Blackmoor Player John Soukup played a Balrog in Arneson’s first campaign (although Arneson has later denied that he was a Balrog, just a powerful evil character, see below) Soukup’s Balrog appeared in the first Blackmoor game Greg Svenson ever played in. The Balrog, working for the Egg of Coot, had been terrorizing Baron Fant and the Baron had sent handpicked men, including the then inexperienced Svenny after the enemies. The entire army was killed, leaving only Svenny (barely alive) to be mocked by the Balrog. (http://blackmoor.mystara.us/greg01.html) It has been speculated that this is the same Balrog who later fought Robilar in the City of the Gods. Soukup’s Balrog also joined forces with the Great Svenny against Funk’s Orcs in the Blackmoor Dungeon:

“The Soukup brothers were actually players in the original campaign. Dave said they "were just one of the first bad guys." John Soukup played the balrog in the first adventure into Blackmoor dungeon and, again as the balrog, joined the good guys in an attack on Fred Funk's orc tribe on the 10th level of Blackmoor dungeon later in the campaign, his balrog character died on that adventure and the Great Svenny had to be dragged out by his companions (down to 0 hp). These are the two adventures I have the clearest memories of from among the 100's (?) I participated in in the early days.”
– Greg Svenson


It is interesting to note that Soukup Balrog joined forces with Svenny. Is this an indication that not all demons of Blackmoor are evil, or simply another example of evil turning upon itself?









-Havard

Wednesday, October 7, 2009

PLAYING EVIL


Blackmoor is more than just a game setting. Given Arneson’s role as a co-creator of D&D, he had to develop his own style of gaming. Much of what was Arneson’s campaign style was what became the foundation of D&D, but there are other concepts that were not adopted by TSR as the D&D standard, which it can be interesting to explore. Today, Blackmoor is supported by OD&D, BECMI, 3E and 4E. Regardless of which edition you prefer, many of the elements of Dave’s style can be adopted.

One of these ideas is to allow some of the players to take on the role of the “bad guys”. We are not just talking about playing evil aligned characters here, that is not so unusual. What Arneson would do is that he would divide the players into two teams. One would play the good guys and one would play the bad guys.

What is meant by the bad guys is that these players would take on the roles of monsters and evil NPCs that the players would encounter. My understanding is that these players would take on multiple characters as the good guys would kill off monsters.
Greg Svenson confirms this:

“If I remember correctly, they played different bad guys in many adventures, depending on what the good guys were doing”


However, it also seems like some of these villains would be recurring characters. In his blog, Sham talks about Sir Fang, the Vampire character played by David Fant. Fant originally played the Baron of Blackmoor, but his character eventually became a Vampire. Mark Rein Hagen wasn’t the first game designer to use this concept then! Dave Arneson mentioned another player who took the role of a Vampire:

“Duane Jenkins -- Vampire-Knight; Sir Jenkins (He wanted to be a Vampire but I kept frustrating him. hee hee”


Vampires weren’t the only prominent villains played by players though. John and Chuck Soukup also played evil characters. John played a Balrog (Although this Balrog joined the Great Svenny against the Orc King eventually). Jim Abler played an evil wizard in league with John Soukup’s Balrog. Kurt Krey played the first evil Wizard.

[Frederick Paul Funk III], an entirely decent if somewhat eccentric fellow, and a very nice guy to the punk kid I was, played an orc. In fact, he ended up being Funk the 1st, King of All the Orcs, somewhere down the line. And in particular, was responsible for the idea of the Orkian Way – Badger2305


Curiously though, the most legendary was based on a local wargamer named Greg Scott, who had no interest in roleplaying games.






-Havard

The MN Gathering 2025

  The MN Gathering 2025 is the annual meetup of Minnesota Gamers, including several of the original Blackmoor Bunch.This year the event took...