Believe
it or not,
Fantasy has reality
Douglas Bachmann
Introduction | Home areas & Wyrd areas | Game objectives | Honor | Character |
Oaths & Vows | Lejends & Dooms | The World pattern | Adapting for AD&D | Concluding remarks |
INTRODUCTION
It was with some concern
that I read in The Dragon #33 that
Gary Gygax does not believe
in the “stuff of fairie,” and yet loves it
all nonetheless. How can
a person get excited about and invest so
much time and effort into
something which is just make-believe? If
fantasy is not real, not
only do I have a difficult time justifying playing
the games and reading the
books, but there is no way to justify any
game system. If all fantasy
is just make-believe, all fantasy game
systems ultimately are based
on designer prejudice, arbitrary
choices or game balancing
needs. It is my conviction that we cannot
tolerate this kind of situation;
we play fantasy games because we at
least hope that we are doing
something more than playing makebelieve.
Tolkien
regarded “Faerie” as an objective reality, accessible to
Man when he was enchanted.
“Fantasy” is, for Tolkien, an art form
designed to enable Man to
enter Faerie, to enchant him. Mircea
Eliade (a profound scholar
of mythology and comparative religion)
has noted that “myths are
the most general and effective means of
awakening and maintaining
consciousness of another world, a
beyond, whether it be the
divine world or the world of the Ancestors.
This ‘other world’ represents
. . . the plane of absolute realities. It is
the experience. . . which
gives birth to the idea that something really
exists, that hence there
are absolute values capable of guiding man
and giving a meaning to
human experience.”
Another way of approaching
Faerie might be to say that it is
another dimension to everyday
life which possesses greater depth,
power, or significance.
When we experience this dimension, we are
taken out of ourselves,
we transcend normal everyday life and
become greater in stature.
The images and motifs of Fantasy function
as symbols in that they
point to realities far greater than the
images themselves. Ultimately,
it is the elves, dragons, heroes and
“stuff of fairie” that undergird
our normal lives and make them
worth living.
Joseph Campbell described
the universal pattern of the quest in
The Hero with a Thousand
Faces. That book deals with mythology,
but mythology touches Fantasy
in many places. It is my contention
that we need to incorporate
the Quest Pattern into our game playing
in order to enrich our games
by relating game activity to the objective
reality of Faerie. Without
the Quest Pattern, we are playing “sword
& sorcery” games, with
it we may achieve “High Fantasy.” Very
briefly restated, the pattern
is as follows:
1) The
hero leaves his everyday world,
2) successfully
encounters a guardian at the crossing into the World
of the Dark,
3) journeys
through a strange land and has strange encounters or tests,
4) undergoes
a supreme ordeal,
5) wins
a reward,
6) journeys
back to the everyday world,
7) recrosses
the threshold, and
8) brings
a boon which restores the world.
The object of this Quest
Pattern is twofold. The first object is the
transformation of character
in the hero, and the second is the restoration
of life in the hero’s world.
The greater part of this
article will seek to present some coherent
mechanisms which provide
an adequate structure for playing out
this Quest Pattern and for
achieving High Fantasy.
Before proceeding with the
body of the article, a short detour is
in order. While pondering
the Quest Pattern, I was led to consider
the meaning of the phrase
“rhyme & reason.” My conclusion is that
the phrase points to “a
harmony or agreement of elements which fit
together to provide purpose
&& significance.”
To say that a fantasy game
needs a consistent world is to say that
it requires rhyme &
reason. The consistency of the world we seek is
not, I think, so much physical
and scientific (although we need
certain minimum standards
here also), but moral and intentional. In
other words, it does not
matter so much that we get wind currents,
disease vectors and the
laws of physics right, as it does matter that
what we expect makes sense
and what we do is meaningful. When
we, as players, decide to
do something, or act in a certain way toward
beings we encounter, we
need to know that our decisions and their
results have good reasons
and are not merely fortuitous. In order to
address this need for rhyme
& reason, I have tried to explore, in the
latter part of this article,
the possibilities of lejends, the concept of
individual destiny, and
the moral order of Faerie.
Finally, this article addresses
issues raised by role-playing fantasy
games. My tentative solutions
all are based on Chivalry
& Sorcery,
but players using other
sets of rules should be able to modify ideas
found here with relative
ease. If you incorporate these ideas into
AD&D,
you may unbalance the game; so do so with care.
HOME
AREAS & WYRD AREAS
Life does not exist in a
vacuum, it exists within a context, a world.
And so, the first task (literally)
is to map a world—a single dungeon
will not do. This mapping
needs to be sufficiently detailed to indicate
substance, yet still left
open, so that a person’s imagination can fill in
unexplained features. Beyond
this, there is an essential element
which will determine the
success or failure of a game as High
Fantasy: the division of
the world into Home Areas and Wyrd Areas
(“wyrd” is an Old English
word meaning destiny in the sense of an
inward potentiality in process
of becoming, with an approaching
inevitable end; it eventually
was changed through use into “weird”).
A Home Area is one in which
everyday life as we know it exists; it
is the Primary World. <AD&D:
Home Areas could equate to any civilized area.>
A Wyrd Area is the realm
of the Dark, the actual world of Faerie.
It is in Wyrd Areas that
one encounters monsters and has adventures.
All AD&D dungeons
are Wyrd Areas. It might be worth noting
that gold and mithril are
items with close connections with Faerie,
with Wyrd Areas, and it
would seem most appropriate that gold coins
not be available and gold/mithril
mining not be permitted in Home
Areas. <AD&D: Wyrd
Areas could equate to any wilderness area, and any location therein.>
The boundary between Home
Areas and Wyrd Areas should be
set out clearly. The use
of mile stones, walls, magic barriers, hedges,
toll gates, rivers, and
ditches
all serve to clearly separate the Primary
World from Faerie.
Home Areas are populated
by humans. It may be appropriate for
a few elves, dwarves or
halflings to be visiting a Home Area, but they
should not live there (I
personally find this requirement sad, but
sadness is part of High
Fantasy and must be accepted). It is also
possible to conquer land,
so that Home Areas can become Wyrd
Areas and vice versa.
It is imperative for players
and DMs to understand the need for
this division, and to handle
the separation creatively. For instance,
all adventures are appropriately
undertaken and all experience
points gained in Wyrd Areas.
Bawdy houses, government, trade,
agriculture, law & order,
and military orders/units—the entire ambiance
of En
Garde! or of a feudal society (or any other historical
culture/society)— are appropriate
to Home Areas. Hence, real Fan-
tasy actually permits two
types of games to be played: 1) the quest
through a magic land, and
2) a more or less historical role playing
game. In any case, marriages
of humans to any race other than elves
is totally inappropriate
in either area.
'A Wyrd Area is tbe
realm of tbe Dark, tbe actual world of Faerie. It
is in Wyrd Areas that
one encounters monsters and has adventures.'
The end of an adventure is
defined as physically crossing from a
Wyrd Area into a Home Area.
Experience,
Honor, and Character
points are gained only at
the end of an adventure. There is a motif in
fantasy and myth of the
loss of power when moving from a Wyrd
Area to a Home Area. This
is so because one suffers a kind of culture
(or moral) shock when “coming
home.” The power one gains on an
adventure can, in reality,
be easily dissipated when returning to the
Primary World. In order
to reflect this insight, use the following
system: As you cross the
border from a Wyrd Area to a Home Area,
select the appropriate Return
Modifiers, and roll 1d6 on the Return
Chart. Apply the result.
Return Modifiers
With an Escort | Fleeing Pursuers | On Horseback |
-2 | +1 | -1 |
<AD&D: an Escort could be defined as one or more henchmen>
Return Chart
Modified Die Roll | Result |
1 | No effect |
2 | No effect |
3 | -10% of Experience Points |
4 | -15% of Experience Points |
5 | -20% of Experience Points |
6 | -25% of Experience Points |
<AD&D: There are two
general types of areas. Civilized && Wilderness (as per the MM2
encounter tables).
When entering a civilized
area, roll on the above table. -10% means that you lose the class abilities
of your highest level. -25% means that you lose the class abilities of
your 2 highest levels.
Things like THACO, HP, saves,
skills (ie. proficiencies), etc. are NOT affected by entry into civilization.
Example, cleric, -2: See
M-U, below. Turning undead is affected, as well.
Example, fighter, -2: No
change.
Example, magic-user, -2:
A level 3 M-U loses the ability to cast his 2nd level spell, and 1 of his
1st level spells. (As well as the ability to rememorize for these slots.)
The spells remain in memory.
Example, thief, -2: A level
3 thief performs as a level 1 thief.
Multi-class characters must
apply the -1 or -2 to each of their classes.
If the game begins in a
civilized area, roll on the table above, and, apply immediately.
The above does not
affect training (eg. an L3 M-U at -2 (training for level 4) just trains
normally).>
GAME
OBJECTIVES
The objective of an initiation
or quest is to change a callow youth
into a Hero or Heroine.
A fantasy campaign also needs to see
some
Epic Destiny fulfilled.
As most games stand now,
the objective is to rise in experience
levels. Such an objective
is actually a measure of the acquisition of
power. Although this has
a legitimate place in fantasy, it is much too
limited to be totally satisfying.
We might note that games which are
limited to the acquisition
of power are of the “sword & sorcery”
variety; those games which
also include nobler objectives are, at
least, moving toward High
Fantasy.
The experience one gains
in an initiation or adventure can really
be expressed as an acquisition
of power (“I can now do what before I
could not do”), or as an
acquisition of honor (“We applaud you for
your noble behavior during
the Great Test”), or as a deepening of
character (“I see you are
a changed man”). Power is functional
either in Home Areas or
Wyrd Areas. Honor is functional only in
Home Areas because it implies
popular acknowledgment of one’s
right to great respect.
Such popular acclaim is only
appropriate to the Primary World;
the creatures of Faerie
measure you in terms of your inner character.
Character is functional
primarily in Wyrd Areas because the inhabitants
of the Primary World possess
very limited ability to fully appreciate
the inner transformation
of a Hero or Heroine. In addition,
character really does equip
a person to perceive and appreciate the
world of Faerie.
These three uses for experience
can force players to choose
where their growth will
be. Suppose the system works like this. Using
C&S
rules, one gains experience in the usual way. You are a Level I
character, and you gain
2,500 experience points—just enough to
make you Level II. However,
Honor points cost 1,000 experience
points and Character points
cost all of the experience points needed
to move you up one experience
level. You could move up an
Experience Level, or acquire
two Honor points, or acquire one
Character point. There is
a real choice to be made here, depending
upon what is happening in
Home Areas and Wyrd Areas.
HONOR
This concept of Honor assumes
that there are various problems
in one’s Home Area which
must be solved nonviolently by a hero or
heroine —usually a PC. Examples
might be the overthrow
of a tyrant, reconciling
feuding factions, redistributing wealth,
leading an army or arranging
a marriage. Honor is the measure of a
noble person’s ability to
get people to work together.
Honor functions within a
social system that accords status to
each individual. A simplified
Social Status Chart might look like this:
[You are born into one of
these classes]
Experience
Level |
Townsman | Freeman | Lesser Guild | Greater Guild |
I | Resident: 1 | Rustic: 2 | Apprentice: 4 | Apprentice: 3 |
III | Citizen: 3 | Individual: 5 | Journeyman: 5 | Journeyman: 4 |
V | Burgher: 6 | Patrician: 6 | Master: 6 | Master: 7 |
VII | Syndic: 8 | Syndic: 9 | ||
Elective | - | - | Guild Master: 10 | Guild Master: 11 |
[You earn the right to enter
one of these classes]
Lesser Nobility | Greater Nobility |
Earl: 10 | “the Brave”: 14 |
C o u n t : 1 2 | “Trueblood”: 16 |
Marquis: 14 | “the Faithful”: 18 |
Duke: 16 | “ t h e J u s t ” : 2 0 |
P r i n c e : 1 8 | “the Wise”: 22 |
King: 20 | “the Compassionate”: 24 |
- | “Master of Doom”: 26 |
- | “the Triumphant”: 28 |
- | “the Glorious”: 30 |
- | “the Magnificent”: 32 |
Numbers indicate your social status.
In this example, I have purposely
changed the C&S
social class
system. I do not wish to
live in a feudal society, nor is the essence of
Faerie feudal. The system
used here assumes that nobility is something
earned as a result of acquiring
great honor or character—
which is how things really
are in Faerie.
To get anything of substance
done in a Home Area, one would
have to influence people.
One’s influence could be computed like
this: [(Charisma + Appearance)
/ 4] + Status + Honor points =
Influence. This is not very
original with me, practically the same
system is in C&S—
overall, it is a pretty good system. The mechanics
of influencing could be
those of C&S (which are moderately complex)
or of En Garde! (which are
pleasantly simple). Players and DMs
should feel free to use
a system that brings them delight without
being silly. You might also
want to work out a system for influencing
crowds, e.g., a scribe
or author might have the ability to write books
which influence different
social classes.
If the solution to problems
in your Home Area depends upon the
exercise of influence, the
acquisition of Honor becomes very important,
especially if solving a
problem is your Doom (see below).
Honor could be gained or
lost (only in Wyrd Areas) as follows:
+5: completing
a Geas
+2: assisting
a Geas
-7: failing
a Geas
+1: failing
a Quest
+4: winning
a battle
+1: championing
a lady
+2: member
of a victorious army
+1: per
10 points of damage to the body
-1: per
500 gold pieces not spent on pleasure
variable:
reneging on a Lesser Oath
variable:
failing to fulfill a Vow
+1: having
a mistress
+1: per
1,000 experience points
In this system, one would
be born into the Townsman, Freeman,
Lesser Guild or Greater
Guild class. It is desirable to have an equal
chance of being a member
of each. You would start with the status
given at Level I and automatically
increase your status at Levels III,
V, and VII. Guild Masters
would be elected. Magicians, Scholars,
Sages,
Scribes and Lawyers could receive additional status as per
C&S, as could professional
soldiers as per En Garde!
A person would enter the
Lesser Nobility by becoming worthy.
One attempt could be made
per year (perhaps at a certain festival),
and a failed attempt to
be elevated would result in the forfeiture of
1,000
gp. One Honor point would give you a 1% chance of
being worthy. Promotion
within that class would occur each time
you accumulated 20 Honor
points.
With this system, you could
set up government offices as per
C&S, En Garde! or even
City
State; a certain influence factor could
be required as a prerequisite,
and you might have to influence
someone to get the position.
At any time in a game, one could be
dealing with problems within
a Home Area, and need to influence
people in order to solve
the problems. The use of experience and
adventures to gain Honor
could become a very interesting, viable
option in a game.
It is this Honor system that
attempts to embody stage 8 of the
Quest Pattern, just as rolling
on the Return Chart seeks to embody
stage 7.
CHARACTER
Character refers to a person’s
sense of decency, integrity, honesty;
it indicates a degree of
passion for justice and equity, a commitment
to virtue, beauty, loyalty
and compassion. It also indicates a
person’s relative maturity
or the degree to which he/she has outgrown
his/her infantile ego and
become more fully human. It does
not have very much to do
with alignment; in fact, if you like these
proposed mechanics for using
Character, you should definitely drop
all rules relating to alignment.
Character is initially determined
by rolling 1d4+7; and then
consulting the Character
Chart. Character affects encounters with
beings with whom one can
communicate, the rate at which one gains
experience, the degree of
awareness of one’s Doom, and the probability
that an act of violencecommitted
by you will have negative
repercussions on you.
Character is also the basis
for entry into the Greater Nobility.
Once a year (perhaps at
a given festival) one may attempt entry; the
probability of success is
equal to your Status + (1.5 x Character). If
one fails, one must forfeit
gold pieces equal to 15,000 divided by
Character. Promotion within
the Greater Nobility is one level per
two Character points gained.
The creatures and powers
in Wyrd Areas will react to you depending
upon your Character. When
meeting beings which can
communicate, apply your
Encounter Modifier, and roll on the Encounter
Table.
In Faerie, there are also
“Great Figures,” e.g., Very Old Dragons,
Sublimely Beautiful Queens,
Great & Valorous Kings, Profoundly
Wise Old Men, etc. These
figures represent ambivalent
forces which must be approached
with extreme caution. This is not
so much because they are
monstrously hostile, but because they
represent immense power
which is accessible only to those of mature
character.
For example, suppose you
happen upon a nude Diana-figure
who is bathing. A PC lacking
in Character might well
see her through lustful
eyes. The power Diana represents, however,
is positive or noble; the
encounter of base intentions with positive
power will result in a very
negative effect on the player character.
A player character with
high Character might well perceive the
sublime depths of female
sensuality as it participates in the cosmic
cycle of birth and death.
In this case, you might well come away from
the encounter with a positive
effect. So, when encountering any
being designated by the
DM as a “Great Figure,” use your Great
Encounter Factor; it is
the percentage chance that the “Great
Figure” will react to you
positively. If the encounter is positive, you
gain two Character points,
plus any treasure and/or boon that
“Great Figure” wishes to
bestow. If the encounter is negative, you
must roll on the “Great
Encounter Adverse Effect” Table, and you
lose one Character point.
We might note here that a character with
relatively low Character
going before a “Great Figure” for a sacrificial
or noble cause could have
a better chance than he/she normally
would have. Additionally,
“Great Figures” can be the subjects of
Legends or the objects of
Dooms.
When using Character, delete
the C&S astrological experience
bonus and the AD&D
prime requisite experience bonus.
You could gain or lose Character
as follows:
+2: meeting
with Great Figure
-1: meeting
with Great Figures
+1: discover
one’s Doom
+1: fulfill
one’s Doom
-2: reject
one’s Doom
-2: failure
to fulfill Doom within 3 years of discovery
+1: per
3,000 gold pieces spent on charity
+1: all
experience points needed for the next experience level
variable:
reneging on a Great Oath
+2: fulfilling
a Vow
-2: failing
a Vow
-1: failure
to give away 50% of wealth when returning from an adventure
+1: assisting
a Geas
+2: completing
a Quest
-5: failing
a Quest
+1: correct
understanding at a Legend Nexus
-1: fight
with a member of your party
What happens if your Character
falls below 1? If you are an elf,
there is a 10% chance per
point below 1 of you degenerating into an
orc
(The Silmarillion indicates that orcs are twisted and perverted
elves). If you are any other
type of character, there is a 10% chance
per point below 1 of you
becoming leprous.
This Character system seeks
to embody stages 4 & 5 of the Quest
Pattern, and is the most
explicit attempt to embody the inner transformation
of the hero or heroine.
CHARACTER CHART
Die
Roll |
Description | Experience
Modifier |
Encounter
Modifier |
Encounter
Factor |
Doom
Modifier |
1 | Abhorrent | -15% | -12% | 1% | -25% |
2 | Vile | -15% | -10% | 2% | -20% |
3 | Debased | -15% | - 8% | 4% | -15% |
4 | Sordid | -15% | - 6% | 6% | -10% |
5 | Base | -10% | - 4% | 8% | - 5% |
6 | Boorish | - 5% | - 2% | 10% | 0 |
7 | Decadent | - 5% | 0 | 12% | 0 |
8 | Worldly | 0 | + 1% | 14% | + 3% |
9 | Worldly | 0 | + 2% | 16% | + 5% |
10 | Worldly | 0 | + 4% | 18% | +10% |
11 | Worldly | 0 | + 6% | 20% | +15% |
12 | Urbane | + 5% | + 8% | 25% | +20% |
13 | Urbane | + 5% | + 10% | 35% | +25% |
14 | Just | +10% | +12% | 40% | +35% |
15 | Honorable | +15% | +14% | 50% | +40% |
16 | Faithful | +15% | +16% | 75% | +45% |
17 | Honest | +20% | +18% | 80% | +50% |
18 | Virtuous | +20% | +18% | 85% | +55% |
19 | Venerable | +20% | +20% | 90% | +60% |
20 | Illustrious | +20% | +22% | 95% | +65% |
Encounter Table
Die Roll | Reaction to PC |
1-15 | Violent hostility, anger, attack, challenge or extreme fear. |
16-35 | Hostile, but non-violent;
deceptive, appears friendly, but
plans treachery; refuses offer or request |
36-50 | Mildly negative; unhappy about offer or request; dissatisfied |
51-70 | Neutral; further terms, more information, more conversation |
71-85 | Agreeable; agrees to offer, friendly |
86-95 | Enthusiastic; agrees willingly, offers aid |
96-100 | Very enthusiastic; wants
to help, offers extra aid, extremely
friendly, affectionate; may become follower |
(The only real difference
between this table and the one in EPT
is
that is one is more heavily
weighted toward negative reactions.)
Great Encounter Adverse
Effect Table
Die Roll
Character
Points |
1 | 2 | 3 | 4 | 5 | 6 |
1-2 | E | H | H | J | K | K |
3-4 | D | F | G | H | J | K |
5 | C | E | F | G | H | J |
6-7 | C | D | E | F | G | H |
8-9 | C | D | D | E | F | G |
10-11 | B | C | D | E | F | G |
12-13 | B | C | D | E | E | F |
14 | B | C | C | D | E | F |
15-16 | A | B | C | D | E | F |
17 | A | B | C | D | D | E |
18 | A | B | C | C | D | D |
19 | A | A | B | C | C | D |
20 | A | A | A | B | B | C |
Result
A. Eliminate
Encounter Modifier for one month.
B. Eliminate
Doom Modifier for three months.
C. -30%
Fatigue Points for fourteen days. <AD&D: “Character Class prime
requisite(s) is (are) reduced to minimum levels for fourteen days.”> <AD&D,
alternate: cf. Fatigue, WSG>
D. Blindness
for twenty-one days.
E. Add
-5% to Experience Modifier for three months.
F. Turned
into stag for 1-12 months; 10% chance
per month of being hunted.
G. Lose
all Honor you now possess.
H. Insanity
for 1-4 years.
J. Lose
all but 1 Body Point.
K. Death.
OATHS
& VOWS
One of the themes of fantasy
is the importance of keeping promises.
The ideas which follow here
were initially stimulated by a spell
provided by Roger Levy in
White
Dwarf #13.
Oaths are used to seal a
bond, bargain or verbal agreement
between two or more willing
participants. They are not spells; anyone
can make an oath. If an
NPC or monster reacts to a PC at least “agreeable,” he/she will enter into
an Oath with
that player character at
a percentage chance equal to five times that
player’s Character.
There are two types of Oaths.
1. The first is the Lesser
Oath, in
which each party binds him/herself
to do or refrain from doing
something. If one reneges
on a Lesser Oath, one loses all currently
held Honor
points, and you cannot acquire any Honor until you
have been rehabilitated.
2. The second type is the
Great Oath, in which the parties bind
themselves to do or refrain
from doing something, and they may not
FIGHT or otherwise harm
each other, and they must actively assist
each other so far as they
are able. If one reneges on a Great Oath, his
Character drops to 8 if
it was above 9, otherwise, it drops three
points. In addition, one
becomes known as “Oath Breaker”; this
means that no one will enter
into any kind of Oath with you, you may
not make any Vow, and your
encounter modifier is that of Character
1. <>
One can be rehabilitated
after breaking an Oath. If you successfully
complete a Quest (i.e.,
a voluntarily accepted task with no
serious survival penalty
for failure), you receive back all of your lost
Honor points. If you successfully
complete a Geas (i.e., a task
imposed on you without your
consent, and carrying serious survival
penalties— e.g., death—for
failure), you are restored to your previous
Character points and modifiers.
While working to complete a
Quest or Geas for the purpose
of rehabilitation, one receives only
one-half of the normal XP.
A Vow is
a solemn pledge dedicating yourself to some act,
service, or way of life.
This is done regardless of what anyone else is
doing. The one item of greatest
value to you as determined by the
DM—jewel, magic item, weapon,
castle, mistress, etc.—becomes
the pledge; it is forfeit
if you fail to fulfill the Vow. The Vow should be
worded in such a way that
the DM can evaluate your success or
failure to perform it.
If you succeed in fulfilling
a Vow, you gain two Character points;
if you fail, you lose two
Character points and half of your currently
held Honor points. In addition.
there is a percentage chance equal to
sixty minus Constitution
of falling ill with Recurring Fever (cf. C&S
Sourcebook, p. 53). A person
contracting Recurring Fever in this
way can never be cured fully;
it will afflict him/her for the rest of
his/her life.
A Vow made in relation to
one’s Doom increases experience
points gained by an additional
5%. NPCs will work for a player who
is under a Vow for half
price. It is conceivable that in extreme cases, a
very high level Cleric
or a Great Figure could free a person from
his/her Vow.
LEJENDS
& DOOMS
Two of the major insights
which David Feldt provided in Legacy
were those relating to the
handling of information and intentionality.
His rules stimulated some
reflections on the motifs of legends and
individual destiny in fantasy.
What follows in this section has been
developed from the material
in Legacy, and without those rules, I
know that I would not have
gotten any insight into Legends and
Doom.
Lejends are stories that
people tell and believe to be true. Some
are true, some are not literally
true,
some are true but include
inaccurate, exaggerated
or misleading details. Players could have
the opportunity of sifting
through Lejends and, using their real
brains, deciding what to
do with the Lejends. In large part, good
Legends will provide the
meaning within one’s fantasy world; an
accurate Legend unraveled
helps players act purposefully in a game.
If life is a puzzle, Legends
contain the clues for figuring it out.
Legendary material is probably
best placed on note cards. The
object is to have enough
clues on a subject to be interesting, yet not
so many as to create clutter
and unnecessary complication. Each
card should identify the
Legend, indicate the level of information,
and state the clue(s). Levels
of information (as in Legacy) are as
follows:
*1. | Knowing only the topic, only that it exists. |
*2. | Dictionary or atlas-level clues. |
*3. | Increasingly detailed information, yet not enough to determine the truth or relevance of the Legend. |
*4. | These clues allow a player to evaluate and judge the truth or relevance of the Legend. |
*5 | Threshold I. Information
at this level gives a player a sense of
knowledge && accomplishment. Some Legends stop at this level, but a player will not be able to tell if the clues go on to higher levels. |
*6. | Clues here merely indicate that more clues follow. |
*7. | Beginning of higher level clues. |
*8. | Expanded clues: Information here is useful in game activities. |
*9. | Relatively complete information; this allows judgments and evaluation of what is likely to remain in the Legend. |
*10. | Threshold II. All clues are filled out, completeness. |
Although Legacy allows levels
to go as high as *20, I would think
*10 is as high as you would
want to go and still keep things relatively
simple.
The clues for the “Legend
of the City of Gold” might look like
this:
* 1—People
tell of a City of Gold;
*2—It
is in the east at the head of a great river;
*3—The
inhabitants speak Wosish, are ruled by a King, have
little
contact with the outside world, and there is a beautiful princess
living
there;
*4—An
old adventurer had been there, he tells that the inhabitants
believed
their King was mad, and he mentions that he remembers
the King
looking like John Doe Swordsman (a member of your
party
who does not know that he has a Doom);
*5—There
is a rough map in the city archives made by the old
adventurer
after his journey, there is also a copy of a letter sent with
an ambassador
who did not return;
*6—There
is no reply to the letter;
*7—Fifty
miles from the City, a player will stumble over an
ancient
milestone which is overgrown, nearly illegible and seemingly
in the
middle of nowhere;
*8—Twenty-five
miles from the City, a player will find a hermit
who tells
of the disarray of the City, disease, decline of the army, the
absence
of magic, and mentions the death of the King (+);
*9—In
the City one hears of hopes for a new King, talk of
despair,
one sees work to be done, the Beautiful Princess has a
chance
to fall in love with John Doe Swordsman;
*10—The
long lost ambassador is met, and the party learns the
signs
of the New King (most of them point to you-know-who).
In this example, Level *8
is a Legend Nexus-that is, info
contained at that level
connects with material from one or more
other Legends. The DM should
announce that a Legend Nexus has
been reached and permit
players time to reason out what the connections
might be; they all are allowed
to make one guess in writing,
all must be submitted to
the DM at the same time. In my example, the
clue followed by (+) is
the connecting material; it is Level *1 of “The
Legend of the Death of the
Old King.”
The concept
of Doom assumes that the people of the world are
waiting for things to happen,
that the world is not a vacuum into
which players step and do
anything that pops into their heads. A
player character with a
Doom is one who, from birth, has had some
mystical connection with
the purposes and meaning of the universe.
Doom is very similar in
meaning to “wyrd.” Doom imposes some
restrictions on a player’s
freedom and also imposes some patterns on
game activity. However,
in the last analysis, no one is ever compelled
to fulfill a Doom; it can
be ignored.
The DM must, as he is designing
the world, also determine the
number of Dooms there will
be and write the Doom statements. I
have found that while I
am taking the time to fully map the world, the
geography seems to cry out
for certain Dooms && Legends. The
players then roll their
characters, and the DM can determine if any of
the player characters fit
a Doom. If none do, the game can still be fun
and rewarding if the players
meet and assist the NPC who fits the
Doom. Note that not everyone
or even anyone will necessarily have
a Doom—this keeps things
much more interesting.
It is quite possible, although
not certain, that some Legends will
be related to Dooms in the
game. Consequently, the DM must be
prepared for the possibility
that a player will interpret a Legend and
also recognize the role
he/she is to play in that Legend. If this occurs,
the DM should openly acknowledge
that it has happened, and
congratulate the player
for being so astute. If a player thinks there is a
Doom on him/her, and attempts
to guess that it is at any time other
than when he/she is attempting
to understand a clue in a Legend
directly relating to his/her
Doom, the DM is required to respond
truthfully only at a percentage
equal to five times the player
character’s Wisdom.
Each Doom is described by
a statement which indicates the
potential role a player
or NPC might play in the
history of Faerie, and it
is normally kept secret. One’s Doom Modifier
applies only to persons
and events which are related to one’s Doom
statement. Die-roll modifiers
could apply to your effect on others, to
NPC intentions, to items
which only respond to you, to increased
effectiveness of your abilities,
or to the likelihood of you receiving
certain information. An
example follows:
“It is the Doom of John Doe
Swordsman that he will someday
come to the City
of Gold and find that he was born to be the New
King. He will become fully
aware of his Doom, and the people will
recognize him for what he
is, when he recovers the Crown of the
Fathers which is at the
Grave of the Last King. John cannot remain as
King in the City. He must
restore the City and then father a child who
will become the Eternal
King/Queen. After the child’s birth, John
must return to his Home
Area. His Doom will be reflected in the use
of his Doom Modifier to
move him in the direction of the grave when
he is lost; his Doom Modifier
is used in place of his Encounter
Modifier when in the city,
people will talk to him about problems in
the City and hopes for a
New King at a percentage equal to his Doom
Modifier; the Beautiful
Princess has one chance per week of falling in
love with John (probability
equals Doom Modifier). Finally, the
Crown of the Fathers can
normally be discovered only 5% of the
time; to this percentage,
John alone adds his Doom Modifier.”
The way this works in reality
is that John Doe Swordsman must
first either pay attention
to the Legend of the City of Gold or
accidentally find the City.
If he does neither, the only effect his Doom
will have on him is that
whenever he is lost he will move in the
direction of the Grave of
the Last King at a percentage chance equal
to his Doom Modifier. If
he never gets lost, never pays attention to
the Legend, and never finds
the City, his Doom will have no effect on
his game activity. Once
he gets to the City, however, things will begin
to seem odd. He will have
more positive encounters than his companions
will have, and a lot of
people will tell him their woes and
hopes—they will hardly ever
do so with his companions. Assuming
the Beautiful Princess has
at least seen him, she has a good chance of
falling in love with him,
and communicating that to him. All of this
may raise some questions
in John’s mind about what is happening to
him. If he ever searches
for the Crown of the Fathers, he will have a
very good chance of finding
it (assuming his Character is fairly high,
cf. the Character Chart
for Doom Modifiers), and when he does, he
will know what his destiny
is—except for the part about leaving
directly after fathering
a child.
If a Quest
is cast on a player (cf. C&S magic), it must be his/her
Doom. In this case, he/she
will gain nothing for discovering or
rejecting one’s Doom. Dooms
can certainly be more subtle and
complex than the example,
and it would be best that a Doom be
difficult to figure out.
Dooms can apply to something requiring
fulfillment in a Wyrd Area
or a Home Area.
The combination of Doom &&
Legends has the potential of
really opening fantasy games
up to the rhyme & reason of Faerie. I
am not sure that I or David
Feldt have said the last word on game
mechanisms for them, but
we have made a good start. Doom and
Legends do, however, require
some subtle and imaginative work on
the part of DMs before a
game begins. It is my belief that if Doom and
Legends are handled properly,
the world will seem very real, even if
the laws of physics are
frequently overlooked.
No matter how outlandish
our imaginations become, the world
of Faerie has a givenness
to it that must be respected. As an objective
reality, it possesses an
inner consistency and integrity with which one
ought not to tamper. The
Quest
Pattern is part of the integrity of
Faerie. However, the inner
consistency of Faerie goes far deeper
than the Quest.
The Primary World includes
ecosystems which are patterned
and balanced; any upset
to these systems threatens life. Similarly,
there is pattern and balance
in Faerie, but it does not involve natural
science. It does involve
character,
morality, forbearance and respect.
These four elements are
integral to the rhyme & reason of
Faerie.
What I am proposing here
is a system for reflecting the inherent
morality and purpose of
the world in Fantasy. Recurring Fever and
Leprosy in individuals,
and various epidemics in the world, are all
moral disorders—they are
symptoms either of an individual at odds
with his/her own being or
of a Cosmic Dis-ease (imbalance). Violence,
theft and magic all threaten
the World Pattern Balance, just as
any action taken by Free
People risks being or going awry. Violence
has a greater capacity for
immoral use than theft, and magic—as a
manipulation of cosmic forces,
natural elements and free wills— has
the greatest capacity for
turning life into a nightmare.
The World Pattern is balanced
when it is at “0“ on the accompanying
chart.
The letters on the chart
indicate effects which are the result of the
World Pattern being out
of balance by so many points. Only one of
the effects can be in operation
at any given time, and it must always
be the most severe effect.
Effects are functional until they are superseded
or until the balance returns
to “0.”
There is a 25% chance per
night of seeing comets. Astrologers
will have a mere 10% chance
of succeeding with Legend Lore.
Orcs will always be “ferocious”
at night and add +20% to morale.
B. The sky
is extremely overcast, so that the sun is obscured.
Weather is always cold and
damp. Orcs and trolls are free to wander
about during the day.
C. The moon
turns to sickly green. Fatigue and Body points
require twice the time to
be replaced. The undead can be turned at
one level less effectively
than they normally would be.
D.
Perpetual winter sets in. Wind is always
at least “blustery,”
and
there is a 40% chance of snow per day.
E. Crop blight.
Food shortages set in; food cost is doubled.
Hunting
&& foraging are more difficult.
F. Starvation
begins. Food cost is quintupled. There are largescale
deaths and violence
between rich and poor.
G. War.
Neighboring Home Areas attack each other. Orcs,
trolls, and giants are more
active. Elves, dwarves and halflings may
attack humans. There is
a 50% chance per day of severe storms at
sea. Everyone has an Encounter
Modifier of -10%.
H. Plague—
“Influenza”: Comes in a wave, starting at the
northern edge of the world
map. It covers an area 140 miles north to
south and as far east and
west as the map goes. It remains in this area
for seven days; during this
time 1-10% of all humans living in the
area will die. Each player
character and NPC has a 10% chance of
becoming ill; if one does,
there is a 20% chance of death. If you do
not die, you are ill for
seven days, totally incapacitated. For the next
seven days, you operate
with only 75% of your normal hit points.
After one week, the plague
moves south, taking in another 140-mile
area, and so on, until it
moves off the south edge of the map. If you
enter a plagued area after
you have recovered from a previous case
of “influenza,” you can
catch it again.
J. Plague—
“Typhus”: Comes in a wave, starting at the south-
ern edge of the world map.
It covers an area 200 miles north to south
and as far east and west
as the map goes. It remains in this area for
four weeks; during this
time 15% of all human beings and elves will
die. Each PC and NPC has
a 10% chance per week of
becoming ill (if you are
in a group of more than 12, there is a 20%
chance); if one does, there
is a 30% chance of death. If you do not
die, you are ill for the
month, totally incapacitated. After four weeks,
“typhus” will move north,
taking in another 200-mile area, and so
on, until it moves off the
north edge of the map. If you enter a
plagued area after you have
recovered from a previous case of
“typhus,” you can catch
it again.
K.
Plague—“Black Death”: Comes in a wave.
starting at the
eastern
edge of the world map. It covers an area of 220 miles east to
west
and as far north and south as the map goes. It remains in this
area
for three months; during this time 25% of all humans, elves and
dwarves,
and 15% of all halflings will die. Each player character and
NPC
has a 20% chance per week of becoming ill; if one does, there is
a
40% chance of death. If you live, you are totally incapacitated for
fourteen
days; thereafter, all prime requisites are at “3” for 10-60
days.
After three months, “black death” moves west, taking in
another
220-mile area, and so on, until it moves off the west edge of
the
map. If you enter a plagued area after you have recovered from a
previous
case of “black death,” you can catch it again. Curing spells,
potions,
etc. have no effect on any of the plagues.
L. Earthquakes
have a 20% chance of occurring where player
characters are. All streams
are fully dried up; rivers will dry up in 1-12
months (roll 1d12 for each
river). There is a 15% chance that each
river and lake is polluted.
All drinking liquids are extremely scarce.
World Pattern upset points
are totaled and go into effect at
midnight of the last day
of each month. The WPB automatically
moves toward harmony at
a rate of 6 points per month, calculated at
noon on the first day of
each month. The WPB may have a balance
inertia (reserve) of four
points, but at the beginning of a game, it
should be set at “0.”
World Pattern Balance
Chart
Reserve
4 | 3 | 2 | 1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
12 | 13 | A | 15 | 16 | 17 | 18 | B | 20 | 21 | C | 23 | 24 | 25 | D | 27 |
28 | 29 | E | 31 | 32 | 33 | 34 | F | 36 | 37 | 38 | 39 | G | 41 | 42 | 43 |
H | 45 | 46 | 47 | J | 49 | 50 | 51 | 52 | K | 54 | 55 | 56 | 57 | 58 | 59 |
L | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 |
The World Pattern can be upset in the following ways:
Each individual act in a Wyrd Area has a 10% chance of altering the balance. | If an individual act upsets the balance, roll 1d4 to calculate the number of points of upset. |
Each individual act in a Home Area has a 15% chance of altering the balance. | If an individual act upsets the balance, roll 1d4 to calculate the number of points of upset. |
Each minor battle has a 15% chance of altering the balance. | If a minor battle upsets the balance, roll 1d6. |
Each major battle has a 20% chance of altering the balance. | If a major battle upsets the balance, roll 1d10 |
<AD&D: in theory, only invoke the above rule when the PC party attacks a) 0 level creatures, or, b) a Very Rare creature that is part of the ecology of the current plane>
<example, above: In AD&D, dolphins are Uncommon, so that slaughtering them for XP and $ is AOK in AD&D, in theory>
<however, killing the sacred animal of a deity (e.g.), Whales, who are the sacred animals of Shan Hai Ching, might have consequences. there is precedent for this, in (Greek) Myth.>
THEFT:
Percentage Chance of Upset
- | In Home Areas | In Wyrd Areas |
Pick Pocket | 5% | 2% |
Minor Theft | 10% | 5% |
Major Theft | 15% | 10% |
If any theft causes an upset, roll 1d4 to calculate the number of points of upset.
<AD&D: in theory, only invoke the above the above rule when a) a PC steals from the poor: LLC, MLC, ULC, or, b) when PCs rob a tomb (Major Theft)>
MAGIC:
Each time a spell is CAST, check the “Magic as a Cause of
World Pattern Balance Upset”
Chart.
Magic as a Cause of World Pattern Balance Upset
Casting
Level of Spell* |
Group
A |
Group
B |
Group
C |
Group
D |
Group
E |
Group
F |
Group
G |
1 | 1 | 2 | 3 | 4 | 6 | 8 | 5 |
2 | 2 | 3 | 4 | 6 | 8 | 10 | 10 |
3 | 3 | 4 | 5 | 8 | 10 | 12 | 15 |
4 | 4 | 5 | 6 | 10 | 12 | 16 | 20 |
5 | - | 6 | 7 | 12 | 14 | 20 | 25 |
6 | - | 7 | 8 | 14 | 16 | 24 | 30 |
7 | - | 8 | 9 | 16 | 18 | 28 | 35 |
8 | - | 9 | 10 | 18 | 20 | 21 <> | 40 |
9 | - | 10 | 11 | 20 | 22 | 36 | 45 |
10 | - | 11 | 12 | 22 | 24 | 40 | 50 |
11 | - | 12 | 13 | 24 | 26 | 44 | 55 |
*In case of enchanting
materials and Demon Summoning, use
BMR; convert MKL to Spell
Casting Level for Alchemy.
Group A: Astrological, Communication
&
Transportation Spells .
. . . . . . . . . . . . . . . . . . . . . (1d4)
Group B: Alchemy, and Divination
and Detection Spells . . (1d4)
Group C: Enchanting materials
. . . . . . . . . . . . . . . . . . . . . . . (1d6)
Group D: Command and Illusion
Spells . . . . . . . . . . . . . . . . . . . (1d8)
Group E: Ancient Lore .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . (1d10)
Group F: Basic Magic Spells
. . . . . . . . . . . . . . . . . . . . . . . . . . . (1d12)
Group G: Necromantic and
Black Magic Spells, and Demon
Summoning . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . (1d20)
Number on chart is percentage
chance of upsetting the World
Pattern Balance. If a spell
does upset the balance, roll the appropriate
die as indicated in the
parentheses for that group; the result is the
number of points of imbalance
which are caused.
<AD&D: in theory,
don't apply these for spells of level 1-3>
<AD&D: in theory,
halve the above percentages>
<AD&D: in theory,
apply these to a) elemental spells, b) reversible spells, c) necromancies,
d) conjurations (summoning beings from other planes)>
<AD&D: in theory,
with regards to the above, it may be possible to balance the effects of
a) and d): eg. 3 create water spells might balance a fireball>
ADAPTING
FOR AD&D
The ideas in this article
all fit best in some form of abridged C&S
game. AD&D
has a very different feel as one plays, and seems to be a
much tighter, more rigid
game system. Gary Gygax has also gone to
some trouble to see that
character races and classes balance each
other and have different
talents to use in dealing with the problems
posed by AD&D.
Thus, use of the ideas contained in this article may
cause serious problems for
AD&D
game balance. With that WARNING,
I now present some suggestions
for using these ideas with AD&D.
Homes Areas and Wyrd Areas can be utilized with little problem.
The Honor
system can be used as is, with the following modifications:
1) -5
Honor pts. per 1,000 g.p. not spent on pleasure and
2) a
failed attempt to be elevated to the Lesser Nobility costs 2,000 g.p.
Money is a lot easier to
come by in AD&D than in C&S.
The Character
system requires quite a bit of adjusting.
1) First,
all
rules relating to alignment
&& prime requisite experience bonuses
must be dropped.
2) Second,
a failed attempt to enter the Greater
Nobility costs 30,000
g.p. divided by Character.
3) Third,
you gain one
Character pt. per 6-
10,000 g.p. spent on charity or public works (this
is different than and separate
from giving away 50% of your wealth
gained on an adventure).
4) Fourth,
when rolling for the result on the
Great Encounter Adverse
Effect Chart, result “C” should be
changed as follows: “Character
Class prime requisite(s) is (are)
reduced to minimum levels
for fourteen days.”
Paladins
will have some difficulty fitting into the Character system.
The following suggestions
may be helpful. First, a character
must begin the game with
Character 11 in order to be a Paladin, and
a Paladin’s Character can
never drop below 10; if it does, the
character becomes a mere
Fighter forever. Second, a Paladin gains
the abilities to turn the
undead, employ clerical spells and the laying
on of hands at a probability
equal to his/her Doom Modifier (cf.
Character Chart). A Paladin
has one chance each time he/she moves
up an experience level;
he/she rolls percentage dice; if the die roll is
equal to or less than the
Doom Modifier, he/she gains the ability.
You still must be level
3 to turn the undead, and level 9 to employ
clerical spells—these are
also the levels at which you may begin
rolling to acquire those
abilities.
If you catch Recurring Fever
as the result of failing a Vow, it
works this way. The attack
lasts 6-36 hours (roll 1d6). If the attack
takes place only during
daylight hours—it always begins the first
daylight hour of a day-you
are merely sick and incapacitated. If it
carries over into night
hours, there is a 15% chance you will die.
Each year, on the anniversary
of failing the Vow, you will fall ill
again, but with no chance
of death.
When using Magic
as a cause of World Pattern Balance upset,
convert as follows: 1) the
column headed Casting Level of Spell
becomes Spell Level, 2)
Magic-Users Spells use Group F, 3) Illusionist
Spells use Group E, 4) Clerical
Spells use Group D, and 5) Druid
Spells use Group C.
CONCLUDING
REMARKS
The concepts worked out
in this article ought not to be thought of
as hard and fast. Players
and DMs should feel free to play around
with these ideas. Honor
and Character, especially, could use some
work on the ways in which
one could gain points in those areas. The
need is, I think, to have
enough variety to be interesting and challenging,
yet not so much variety
that you can easily gain Honor and
Character for just about
everything.
I also want to point out
that the Honor, Character and World
Pattern mechanisms can be
readily adjusted to reflect just about any
perception of the nature
of moral reality. You can use any social
system, and then merely
decide what kind of actions will gain or lose
Honor and Character, and
what actions will adversely affect the
World Pattern Balance. The
great virtue of these mechanisms is that
they do not prohibit any
action; there are consequences that everyone
knows may well result from
certain actions, but in the end, each
player can act any way he/she
chooses, as long as he/she accepts the
risks.
The mechanisms for Legends
and Doom also reinforce the free
decisions of players. You
can choose which Legends you will pay
attention to, and your Doom
Modifier still leaves you plenty of
freedom.
The wolf in your paint pot
©1980 by
Marjorie Jannotta
and
C. A. Hundertmark
Somewhere in almost any dungeon or wilderness
campaign
worthy of its name there lurks at least one lycanthrope.
In the tamer
dungeons, the lycanthrope is likely to be just
around the corner. But
in a more insidious and deadly campaign he may
become a member
of the adventuring party itself. Wherever he
lurks, however, the
werewolf and his kin will become dramatic elements
of the play if
they are represented by well-painted miniatures.
Most dungeon werebeasts tend to be fell creatures,
but it is not
necessary that they have an evil alignment. While
werebeasts have
been portrayed as evil in many cultures around
the world; the
student of lycanthropy will be aware that benign
werewolves have
also appeared in folklore and literature. One
East European werewolf
testified at his medieval trial that he and his
compatriots became
1. For facial detail, see next illustration.
2. Inner ear is light; exterior ear darker
than body.
3. Thick shoulder guard hair is darker than
rest of
body; it; outlines the ruff and extends the
length of <missing text in original article>
4. Several streaks of darker color may saddle
the body.
5. Color graduates from darkest at spine to
lighter
underbelly.
6. Haunch edge may be darker than basic body
color.
7. Dark spot at base of tail marks scent gland.
8. Tail is basic body color, with a darker
area at the tip.
9. Underbelly, inside of legs, tops of feet
lightest
10. Dark color at shoulder may extend across
chest in
front or may break for a lighter-colored chest.
wolves nightly to save the people from famine.
He avowed that
Satan and his minor demons had stolen the grain
harvest and the
livestock from the countryside. In the form of
wolves, the man and
his companions ventured into Hell to do battle
with the demons and
return the flocks and harvest. But, we digress.
The truth of the matter
is that werewolves—and wolves—have had unilaterally
bad press
for centuries.
Whether good or evil, wolves, werewolves, and
other furred
beasts can be realistically painted with relative
ease. Shading and
highlighting, using simple washing and dry brushing
techniques, will
yield realistic fur characteristics on bears,
wolves, lions, and rats. In
addition to these basic techniques, a few touches
of detail, described
below, will add striking realism to wolves and
werewolves.
In the classic literature, werewolves turned
into real wolves, not
pathetic Lon Chaney-type hairy men walking with
a stoop and a
leer. Wolves (and, therefore, werewolves) come
in many colors
including shades of blonde, rust, brown, and
grey. Pure white (albino)
wolves and black wolves also exist; even spotted
wolves have
been reported. No matter what the basic color
of the wolf, however,
certain areas of the face and body tend to be
emphasized by a darker
color. These dark areas help to exaggerate facial
expressions and
body postures which are important in communication.
The black
outline around the ears, for example, gives emphasis
to the position
of the ears whether they are erect and alert,
or pulled back and
submissive. Dark fur on wolves is found along
the spine; at the
shoulder and ruff; at the base and tip of the
tail; and around the
prominent facial features of the eyes, mouth,
and ears.
The wolf is light in color underneath, on the
belly, and on the
insides of the limbs. This camouflage feature
compensates for the
animal’s body shadow which could otherwise make
the animal more
conspicuous. The outer facial hairs and underjaw
are lighter than the
basic body color. Underneath the tail may also
be lighter.
The illustrations accompanying this article will
give you a detailed
picture of the wolf’s pelage. If these charts
are followed, you
are sure to create authentic wolf figures.
Animals are fun to paint because whether you prefer
to detail
every freckle with a ten-ought brush or slap
the wash on freely and
let it stand, animals usually come out looking
pretty good. We spend
a lot of time with our figures because that’s
the way we get the most
pleasure from painting them, but we recognize
that not every painter
wants to be as compulsive as we are. One trick
we have learned to
speed up detail is the use of a fine-point marking
pen. (Use permanent
ink or your finish coat will dissolve it.) A
pen can be used to
outline dark areas around eyes, fill in shadows
in ears. outline lips,
color toenails, or accent whatever miniscule
characteristic you wish
to call out. Wolves can particularly benefit
from this kind of attention
because as you can tell by the accompanying illustration,
there is a
lot of detail on the face of a wolf which adds
considerably to its
expression.
The following techniques will be useful when
painting furred
animals. You will probably be familiar with some
of them, but we
give a brief overview of each technique for beginning
painters.
Washing. A wash is a diluted paint
applied to a surface which is
primed, unprimed, or painted another color.
Thinning paint has three primary effects. First,
it dilutes the
binder, which decreases the adhesive ability
of the paint. Second, it
increases the space between pigment grains, which
reduces the light
blocking characteristic of the paint and allows
more of the
underlying color to show through. Finally, it
increases the fluidity of
the paint, causing it to run more freely.
On the textured surface of wolf’s fur, the pigment
of the wash will
settle in the recesses more heavily than on raised
surfaces, giving an
excellent effect of light and shadow. A darker
wash used over a light
base coat is most effective as the light base
coat shows through on
the raised surfaces, reflecting light and giving
the appearance of fur.
A lighter wash over a dark base coat may become
muddied, but it is
important to experiment—you may find a combination
that works
very well. Female wolves tend to have a reddish
cast to their fur. A
reddish wash used over a brown or sandy color
will add realism to a
female wolf figure. A very thin black or brown
wash may be used
over a variety of base colors or over a primed
surface to create
realistic pelage.
Dry Brushing. A combination of
washing and dry brushing is
very effective when rendering wolfs fur. Dry
brushing is a technique
in which most of the paint is wiped off the brush
before you begin
painting. The paint may or may not be dilute,
as in a wash. Light
strokes of the dried brush leave small amounts
of paint on raised
surfaces but not in recesses.
Dry brushing is very good for highlighting fur.
It is an especially
effective technique to “work in” color on wolves,
particularly in the
darker areas such as shoulder, face, spine, and
base and tip of tail.
Lighter areas of the underbelly, insides of legs,
and underside of the
muzzle can also be worked in by dry brushing.
When dry brushing,
you can use paint which is either darker or lighter
than the dominant
color.
A final, very light dry brushing with a metallic
color can add
dramatic highlights to fur. Metallic highlights
can be applied to
prominent points (scruff of the neck, back, shoulders,
flanks, muzzle,
and tail). Gold goes well with light browns;
antique bronze or metallic
gold goes well with reddish browns; and silver
or metallic grey
goes well with greys. The wolves we have finished
with metallic
highlights look very dramatic and powerful, but
at first glance one
does not even notice that the effect is achieved
with metallic paints.
Blending Colors. Wolves are never
a single color-even black
or white wolves will show shadow and highlight.
Most wolves will
require two or more colors carefully blended
together without a
definite line between them. There are two basic
techniques for
blending colors that produce satisfactory results
with very little
practice.
You can blend colors using a wash. Apply the
adjacent colors,
and while they are still wet, blend them by using
a solvent or wash to
obscure the line where they join. The longer
the strokes and the
more solvent used, the wider the area of blending.
Don’t use too
much solvent or you will find yourself working
on bare metal. Be
sure you use paints that have the same base (water,
oil, or lacquer)
1. Darkly marked eyes and ears outline facial
features.
2. Ears darker at outside and back, lighter
on inside;
center is very dark.
3. Eye outlined in black; pupil is round;
eyes may be
greenish, grey, brown.
4. Central facial line may be dark from forehead
to
nose or may be broken between the eyes.
5. Black nose and lips.
6. Outermost facial hair and under jaw may
be lighter
than rest of face.
and work quickly so the paint does not dry before
you are finished.
The second method of blending colors uses dry
brushing. You
begin by applying one color to the entire area
where the colors will
overlap. Allow the area to dry, then apply a
second color with a
moderately dry brush. Apply the paint first to
the area farthest from
the region where you want the colors to merge.
The brush will
become drier as you move closer to the area where
the colors are to
overlap. Rather than dabbing fresh paint on the
brush, continue to
paint with the dying brush, using lighter strokes
as well. In this way
you apply less and less paint as you move into
the region which has
been painted with the first color. Overlapping
a darker color over a
lighter color works best. This technique can
be used on the flanks of
a wolf to blend the darker color of the back
into the lighter belly.
Finishing. An overall finish of flat can be used;
a semigloss can
be dry-brushed on to add highlights to prominent
facial and body
features. Finally, a high gloss can be applied
to nose, eyes, and lips.
For a werewolf, though, which traditionally has
dry eyes, a flat finish
should be used on the eyes.
* * *
Using these guidelines, you can experiment with
many variations.
Wolf figures are available in several lines,
and the quantity and
variation of animal figures—potential werebeasts,
all—seems to be
increasing. They certainly add punch to the wilderness,
dungeon,
cavern, or tavern. Meanwhile, don’t waste all
your garlic in the
lasagna.
Marjorie Jannotta and Chuck Hundertmark are
professional
writers who also enjoy painting miniatures
and lurking around an
occasional dungeon. They are the authors of
Painting
Fantasy Miniatures and
Skinwalkers and Shapeshifters: A Guide
to Lycanthropy for Players, DMs, and The Curious.
Morningstar Publishing Company.
The Other Were?
Right here!
Roger E. Moore
The AD&D Monster Manual lists the major lycanthrope types at
large in the world, but does not describe some of the much rarer
weretypes referred to in Eldritch Wizardry (D&D Supplement III)
as
“Other Were.” All known weretypes are mammalian, and most are
carnivorous and aggressive in their behavior. The ones described
here are found only in very isolated areas in mountains, hills, or
forests. Several of the ones listed are thought to be extinct, and
the
probability of finding them is extremely low. Note, too, that a few
of
them are basically herbivorous (and hence extremely rare); occasionally
this sort may be worshipped by nearly primitive tribesmen as
promoters of good hunting. All lycanthropes, as stated in the
Monster Manual, have standard magic resistance, can only be struck
by high-hit-dice monsters or silvered/magical weapons, and do not
possess psionics. Special notes on each are presented below.
Werelion? This creature is capable of leaping 20’ onto its prey
from a standing or crouched position. It is typically found in rough,
tropical areas or on savannas far from human habitation. It is 10%
likely to be found among prides of true lions, but prefers to form
its
own lycanthrope prides. As with all werecats, it can speak with all
other cats and werecats. It surprises prey on a roll of 1-3. It may
rake
with rear claws as a lion.
Wereleopard? A solitary hunter found in jungles, near a particular
village or two, it can surprise its prey on a 1-3 and leap up to
15’ from a crouch. It is the least powerful of the werecats.
Werejaguar? Similar to the wereleopard in abilities, though it is
more powerful and less rare. If the front claws both strike, it may
rake
with the rear claws (as can the wereleopard).
Weresabre? As the sabertoothed tiger died out, so did its lycanthrope
type, until now it is extinct—or nearly so—the world over.
The only known weresabres are found where sabertooths are, but
the two 20 not associate. It may leap 30’, and surprises prey on a
1-4
roll due to its stealth and natural coloration in fields and rough
terrain. It is the most powerful (and rarest) of the werecats.
Weredire? This lycanthrope suffered the same fate as the weresabre;
as dire wolves became less common and were replaced by
normal wolves, so weredires died out until they are regarded as
almost extinct. They are much like a larger version of a werewolf,
with a grayer fur. They surprise on a 1-3, and attack by biting.
Wereram? Wererams are 15% likely to be found in mountain
dwelling herds of giant sheep or goats: They appear as shaggy,
ram-headed humanoids and generally avoid all contact with the
outside world. It is possible that they use giant goats as mounts.
They
attack, when sorely pressed, by butting.
Wereweasel? Much feared in the areas they inhabit, wereweasels
drain blood from their victims if they successfully bite. They
are swift hunters, and are 50% likely to be found among giant
weasels rather than on their own. They possess three shapes:
human, giant weasel (only slightly different from the real thing),
and
weasel-man (something like a rat-man).
Weresloth? these creatures are generally inoffensive and
spend much of their days eating leaves, sleeping, etc. If they gain
surprise over an opponent (having rolled a 1-4 due to their silence
and coloration), they will flee 50% of the time, and sit silently
otherwise, waiting for the intruder(s) to leave. They will fight if
cornered or wounded, using their claws.
Werebadger? Werebadgers are able to tunnel as do giant badgers,
and have only been known to exist in remote woodlands. They
do not collect magical items, but do amass small treasuries of coins
and coin-like objects.
Werebison? This beast is found on prairies and arid plains,
and though it is herbivorous, it has a temperament like a wereboar.
Some tribes living near a lair of these creatures regard them as holy
and do not hunt them. Werebisons are powerful, and butt with their
horns and bony skull. They appear as hairy, stocky beings with a
bison-like head, being otherwise humanoid. They do not collect
treasure at all, and are usually found near a herd of buffalo (60%),
acting as protectors of the herd.
MINOR LYCANTHROPE TYPES
Werelion Wereleopard Werejaguar Weresabre Weredire
No. Appearing 1-6 1-2 1-2 1-2 1-6
Armor Class 5 6 6 4 5
Move 15” 12” 15” 18” 15”
Hit Dice 6+3 4+2 5+2 7+2 5+5
% in Lair 10% 5% 5% 10% 15%
Treasure Type D, S C, Q×5 B D, S, Y C
No. of Attacks 3 (5) 3 (5) 3 (5) 3 (51 1
Damage/Attack 1-10/1-4/1-4 1-6/1-3/1-3 1-8/1-3/1-3 2-12/1-6/1-6 1-8
Special Attacks 2-7/2-7 rake, 1-4/1-4 rake, 2-5/2-5 rake, 1-6/1-6 rake,
surprise
leap, surprise leap, surprise leap, surprise leap, Surprise
Intelligence High Very High Average Low
Alignment Lawful neutral Neutral Neutral Neutral Neutral evil
Size L M M L L
Wereram Wereweasel Weresloth Werebadger Werebison
No. Appearing
Armor Class
Move
Hit Dice
% in Lair
Treasure Type
No. of Attacks
Damage/Attack
Special Attacks
Intelligence Average
Alignment Lawful good
Size M
2-12
6
9”
4+1
20%
C
1
2-8
Nil
2-8
6
15”
4+2
20%
C
1
2-8
Blood drain:
1-4
Low
Chaotic evil
M
1-4 1-4 3-12
5 6 3
6” 9” 12”
2+3 3+2 6+3
65% 40% Nil
O, P C (no magic) Nil
2 3 1
1-4/1-4 1-6/1-3/1-3 4-10
Nil Nil Nil
Low Low to Ave. Low
Neutral Neutral Neutral
M S L
Don’t drink this
cocktail—
throw it!
Robert Plamondon
Festus the Dwarf kicks open the wide door of the bandits’ dun-
geon home and throws in two molotov cocktails, burning one of the
twelve bandits to death and wounding two more. Right behind come
Rangers Smith and Jones and Cletic Lucretia, who each lob two
smoking oil flasks. Before the bandits can react, over half receive
serious bums and several are dead. The pools of flaming oil prevent
them from regrouping. With sword and bow, the invaders pick off
the survivors and take the room. None of the adventurers has taken
a
hit.
Many players, like those mentioned above, have realized that
flaming oil is the most powerful weapon available to a low-level
player in AD&D. A flask of oil burning on a monster (or player)
does
3-18 points of damage in the space of two rounds, and can be used
by all character classes except Monks. Compare this to a “paltry”
1-10 points of damage done by each hit of a two-handed sword.
Because the players in my dungeon were using so much oil and
frying monsters so consistently, I decided to investigate the use of
oil
in AD&D. I wanted to simplify the combat system for oil, and I
wanted to “burn” my players a little.
A common technique for using burning oil is to first toss an oil
flask onto the target, then light it with a torch. This method is useful
when you need a wall of flame between you and the monsters, but
takes a long time to set up—grab oil, throw it, grab a torch, throw
it-and requires two hits to torch one target.
Molotov cocktails are a more elegant method of creature crisp-
ing. In its simplest form, a molotov cocktail is an oil flask with
a rag
stuffed in the mouth. The rag is lit before the oil is thrown, and
the rag
lights the oil when the flask breaks. Instant monster flambee!
The stout-hearted can manufacture molotov cocktais during me-
lee by opening oil flasks and stuffing rags into them. Those with more
18
foresight will have some made in advance. Preassembled molotov
cocktails can be used more quickly, but tend to soak their immediate
surroundings with oil, endangering whomever carries them.
Classier models have a cap over the wick which prevents oil
leakage. These caps can be of metal, which can be pulled off or
unscrewed, or of waxed paper or parchment, which can be burned
or torn off. Molotov cocktails assembled with wicks going into the
oil
are preferred because they can burn for hours and be used as lamps
or incorporated in a delayed-action booby trap.
The best molotov cocktais have their paper caps and wicks
impregnated with saltpeter, so they will light from a spark or a hot
coal. Saltpeter is what makes gunpowder burn faster than other
smelly charcoal fires. It can be obtained from nitrate deposits in
caves; alchemists use lots of it. Molotov cocktails of the most elabor-
ate sort will cost from thirty to forty silver pieces.
If your players are suicidal or use lots of traps, they’ll love
self-igniting oil flasks. Alchemists in most universes (including this
one) discover phosphorus at one time or other. White phosphorus
has the charming property of burning spontaneously in air but not in
oil. Thus, when a flask of oil and phosphorus breaks, the phosphorus
is exposed to air and everything bursts into flame.
These devices are extremely dangerous. A fall, a fumble, or an
attack can break the flask and torch the user. This danger makes
alchemists reluctant to make phosphorus-oil flasks. Those who
agree to make them will charge from twenty to fifty gold pieces each.
Torches, the most common source of flame, will quickly light
even a reluctant wick. They are, however, bulky and almost impos-
sible to shield, hindering weapon readiness and stealth.
Lanterns can be used to light wicks if plenty of time is available.
In
melee it is more practical to use the lantern itself as a molotov
cocktail rather than trying to light things from it.
Two non-bulky, easily concealed fire sources are punk and slow
match. Punk is fungus-decayed wood; slow match is specially treat-
ed rope or cord. Both smolder without flame at the rate of thirty
inches per hour (five inches per turn).
Saltpeter-impregnated wicks light immediately from smoldering
material; lanterns and simple molotov cocktails will light after a
few
seconds of blowing on the match or punk to heat it up.
Various sorts of shields and holders can be made for punk and
slow match to hide their glow and leave both hands free. Wind does
not blow out the burning ends, but care must be taken to shield them
from dampness.
Punk is available everywhere, but slow match is used mostly in
cities to light street lamps. Both are cheap, about one copper piece
per foot.
The number of oil grenades that a character can throw in a round
depends on the complexity of the operation. Thus, oil flasks, self-ig-
niting flasks, and lit molotov cocktails can be thrown at the rate
of
three per round. Unlit molotov cocktails can be lit and thrown at the
rate of two per round. Stuffing a rag into a flask, lighting and
throwing it can only be done once a round, as is also the case for
throwing a flask and then throwing a torch.
These rates of fire assume that the oil grenades are thrown singly
at a distinct target and that the grenades are close at hand. Obvious-
ly, dumping a backpack full of oil flasks down a stairway will dispose
of more than three flasks in a round, while groping through loot and
laundry for a flask will slow the rate of fire.
Combat using flaming oil as given in the DMG is unnecessarily
complicated. Here is a simplified system:
First, roll the usual d20 “to hit.” If the grenade misses, pick a
convenient direction as “12 o’clock” and roll a d12 for the direction
of the miss, counting clockwise from “12 o’clock,” in relation to the
target. Then roll a d6 for short range, d12 for medium range or 2d12
for long range to find the distance from the target of the point of
impact.
Second, roll another d20. A “1” means the flask didn’t break, a
“2” means the flask broke but didn’t light (for molotov cocktails and
oil-phosphorus flasks). Any other result means the grenade did what
it was supposed to. Unbroken grenades can be thrown again; broken
ones can, of course, be lit later on.
A direct hit with any oil grenade does 2-12 points of damage the
first round and 1-6 the next round, provided it gets lit.
Splash hits occur when a creature is within three feet of the point
of impact of the grenade, and the creature misses its saving throw
vs.
poison. Splash hits do 3 points of damage (the DMG spreads this out
as one point per segment for 1-3 segments, but it can be applied all
at
once for simplicity).
mail, for instance, would keep most of the oil out, what did get
Armor doesn’t help reduce damage, because although plate
through would be where the character couldn’t reach, so it couldn’t
be smothered or scraped off.
When a successful attack is made on a person holding an oil flask,
there is a one-in-six chance that the flask will be dropped and
broken. A person rendered unconscious or killed while holding a
flask has a two-in-six chance of dropping and breaking it.
Falling into a pit or down an incline will cause flasks located
between the person and the point of impact to break 95% of the
time. Flasks located elsewhere will be unharmed. For instance, a
flask in a backpack would remain intact if a character fell forward
onto his chest or face.
Although flaming oil is a very potent weapon, it is not appropri-
ate in all dungeon situations, some of which are examined below:
Some dungeons have wooden floors, thick carpets, layers of
straw, or other flammable surfaces. Using oil under these circum-
stances can cause a party to bum important treasure, block off their
only escape route, or even destroy whole sections of a dungeon.
Destroying the dungeon is not a very bright plan, since the area
around the fire will suddenly be filled with monsters. Some of these
will be trying to escape the blaze, some hoping to scavenge a hot
meal, and a few will try to fight the fire. None of these creatures
will
be well disposed towards the arsonists.
Additionally, rumor has it that pyromaniac players are some-
times attacked by a huge bear in a flat-brim hat who fights with a
+6
shovel.
Using oil in poorly ventilated areas can kill everyone involved
because of heat, smoke inhalation, and/or lack of oxygen.
Use of oil in well-ventilated areas will bring the aroma of roasting
meat to creatures in rooms connected to the same air shaft, thus
attracting scavengers.
Players should try not to educate the opposition.
Relatively intelligent monsters will learn from experience with
oil. Although ogres, lizard men and trolls dislike using flame wea-
pons, orcs, goblins, hobgoblins and kobolds will gleefully use flam-
ing oil on adventurers once they learn how potent a weapon it is.
Giving the Undead an Even
Break -- Steve Melancon
A. roll % dice (+2 per
point of wisdom above 15) (-3 per point of wisdom below 11)
B. find the appropriate
number on the Clerics vs. Undead table
C. A-B = C
B. CLERICS VS. UNDEAD
TABLE
LEVEL OF CLERIC
HIT DICE OF UNDEAD | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
1 | 45 | 21 | 6 | 0 | -6 | -21 | -45 | -72 | -90 | -99 | -110 | -125 | - | - | - | - |
2 | 72 | 45 | 21 | 6 | 0 | -6 | -21 | -45 | -72 | -90 | -99 | -110 | -125 | - | - | - |
3 | 90 | 72 | 45 | 21 | 6 | 0 | -6 | -21 | -45 | -72 | -90 | -99 | -110 | -125 | - | - |
4 | 99 | 90 | 72 | 45 | 21 | 6 | 0 | -6 | -21 | -45 | -72 | -90 | -99 | -110 | -125 | - |
5 | N | 99 | 90 | 72 | 45 | 21 | 6 | 0 | -6 | -21 | -45 | -72 | -90 | -99 | -110 | -125 |
6 | x | N | 99 | 90 | 72 | 45 | 21 | 6 | 0 | -6 | -21 | -45 | -72 | -90 | -99 | -110 |
7 | x | x | N | 99 | 90 | 72 | 45 | 21 | 6 | 0 | -6 | -21 | -45 | -72 | -90 | -99 |
8 | x | x | x | N | 99 | 90 | 72 | 45 | 21 | 6 | 0 | -6 | -21 | -45 | -72 | -90 |
9 | x | x | x | x | N | 99 | 90 | 72 | 45 | 21 | 6 | 0 | -6 | -21 | -45 | -72 |
10 | x | x | x | x | x | N | 99 | 90 | 72 | 45 | 21 | 6 | 0 | -6 | -21 | -45 |
11 | x | x | x | x | x | x | N | 99 | 90 | 72 | 45 | 21 | 6 | 0 | -6 | -21 |
12 | x | x | x | x | x | x | x | N | 99 | 90 | 72 | 45 | 21 | 6 | 0 | -6 |
13 | x | x | x | x | x | x | x | x | N | 99 | 90 | 72 | 45 | 21 | 6 | 0 |
14 | x | x | x | x | x | x | x | x | x | N | 99 | 90 | 72 | 45 | 21 | 6 |
15 | x | x | x | x | x | x | x | x | x | x | N | 99 | 90 | 72 | 45 | 21 |
16 | x | x | x | x | x | x | x | x | x | x | x | N | 99 | 90 | 72 | 45 |
17 | x | x | x | x | x | x | x | x | x | x | x | x | N | 99 | 90 | 72 |
18 | x | x | x | x | x | x | x | x | x | x | x | x | x | N | 99 | 90 |
19 | x | x | x | x | x | x | x | x | x | x | x | x | x | x | N | 99 |
20 | x | x | x | x | x | x | x | x | x | x | x | x | x | x | x | N |
Note: 1 level drain =
+5 HD
10 years aging = +5 HD
C. TABLE
200 or more | 6d6 dispelled, 3d6 turned |
150-199 | 5d6 dispelled, 3d6 turned |
125-149 | 3d6 dispelled, 3d6 turned |
100-124 | 3d6 dispelled, 3d6 turned |
75-99 | 2d6 dispelled, 3d6 turned |
50-74 | 1d6 dispelled, 3d6 turned |
25-49 | 3d6 turned |
1-24 | 2d6 turned |
0 | 1d6 turned |
Less than 0 | No effect |