- I've never been what you call a "big" Batman fan. Despite having owned and read comics and toys and (does anyone remember these?) colorforms of the Caped Crusader since I was a wee lad of 3 or so, he was never very high on my list. Captain America, the Hulk, and Spider-Man certainly outrank him. Within the DC universe he'd definitely come in somewhere below Green Arrow, Green Lantern, and Wonder Woman (heck, I owned more Blue Devil comics as a teen than I ever owned of Batman titles). He was just never one of my favorites, okay?
- Having said that, I've seen many of the various Batman films over the years. Well, I watched the first Michael Keaton one, and I've seen all the Chris Nolan films (multiple times). And I have seen Batman vs. Superman and rather enjoyed it (right up until the ending with Wonder Woman and Doomsday making trashy fan-service appearances)...Affleck may be my favorite Bruce Wayne of all time.
- As an adult I do enjoy a LOT about the Batman concept...though I probably still prefer Batgirl.
Saturday, July 15, 2023
Batman
Thursday, December 1, 2022
Sand Zones, Star Scepters, And Pharoid's Legacy
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| Typical Micronaut Antagonist |
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| Such a weird toy. |
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| Who needs "Sambayan air lancers" and "Thune dervishes?" |
Saturday, July 31, 2021
"Everyone Has A Gimmick"
- AD&D Dungeon Masters Guide
- AD&D Players Handbook
- AD&D Monster Manual
- Heroes Unlimited
- Maelstrom
- Warhammer 40,000 Rogue Trader
- Sorcerer
- Vampire the Masquerade (1st edition)
- Hollow Earth Expedition
- an SRPG should be run in real time, as much as possible. Day 1 of the campaign should start on a real world date (even if heroes/villains have been "training" or whatever for years).
- an SRPG should be grounded in as much "reality" as possible (no picking up buildings by the corner, or flying faster than the speed of light). Super-technology can make impossible things possible, within reason, but shouldn't be readily accessible/understood by Earth humans (so as not to disrupt what passes for "daily life" in the real world)...at least when starting the campaign. Magic falls under the category of a "super-technology" (with the same stipulations).
- the campaign world should be set in the real world. Imaginary cities/countries (Metropolis, Atlantis, Wakanda) should be avoided. Extraterrestrial and extradimensional entities are okay, which can explain mythological-type beings (Thor or whatever).
- the campaign world should be allowed to spin out of control based on the occurrences of the game.
- all heroes/villains should start as "unknowns" to the general public, i.e. they have no reputation for being "super-anythings" before the start of play. Actions taken by characters will determine public perception.
- Day 1 marks the first appearance of super individuals in the campaign world
- an SRPG should be generally "free-wheeling" with logical consequences to follow
- no weapon fetishes: make and model of firearms and caliber of ammunition should have near zero impact on game play.
- experience increases effectiveness of characters. Active superpowers (things that turn on-and-off) either increase in scope/impact, or ability of character to use. Experience is gained through play. Time spent not playing will not result in experience.
- an SRPG is not a comic book. There is no plot immunity for characters.
- an SRPG is not a film. There are no guaranteed happy endings.
- an SRPG is a game about super (i.e. "greater than human") individuals in a human scale world and those individuals impact on the world. The PCs may become champions of the people or conquerors of the world.
- The referee's job is to establish challenges for the PCs. For villainous PCs, these challenges can take the forms of law enforcement, task forces, and heroic super teams. Challenges should be commensurate with the scale of the PCs' abilities. Scale is determined by sphere of operation as mutually decided by the referee and the players.
- All PCs have a drive that allows them to push beyond the boundaries of ordinary humans.
- All PCs have a flaw that can be exploited by adversaries.
- All PCs have enough humanity to allow players (including the referee) to relate to the character. Thus, no artificial beings or alien creatures lacking human emotions, feelings, etc. The game is not about how well a player can portray a plant thing, inhuman monster, or celestial/infernal being. Likewise all PCs must be sentients of at least minimal intelligence for operating on planet Earth (the campaign setting); the game is not a comedy of errors based on an ignorance of cultural norms.
- There should be at least some randomness in determining a PCs particular "power set;" players are neither allowed, nor expected to come to the table with a fully formed character concept.
Wednesday, April 7, 2021
X-Men, X-Fan
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| Any team that FEATURES Wolverine (the ultimate non-team player) ain't no "team." Sorry filmmakers. |
Thursday, April 1, 2021
Thinking Out Loud
- The Sad Sack: this is the dude who doesn't have a choice in the matter, whether due to psychological or actual pressure. I'd put both Spider-Man ("if I shirk my responsibility, people die") and the Hulk (constantly hunted by the U.S. military) in this category. These are mostly solo adventurers; they often bemoan the fact that they are super-powered at all, and constantly struggle to achieve a normal life. Whether or not they ever achieve that happy ending they want varies based on the popularity of the character (whether or not their series is going to get cancelled).
- The Fanatic: this one is pretty close to the Sad Sack but they're driven to become vigilantes because they have an issue with the normal criminal justice system. Lots of these: Batman, Daredevil, Green Arrow, Punisher. These guys (they're mostly guys) have serious trust issues (duh) which leads them to working solo, as much as their understanding that they are criminals themselves and really taking action that's both unnecessary and extralegal.
- Defenders of Earth: this one works for folks from the Justice League to Doctor Strange. The hero(es) are tasked with the job of handling extraterrestrial (and extradimensional) threats that Earth, being what it is, simply isn't capable of handling itself. Some might complain these are pretty "reactive" stories (and they are), rather than proactive, but when we tune into a Green Lantern comic (for example) we're expecting something to happen. We figure that MOST (not all!) of the "downtime stuff" will be ignored in favor of the Big Conflict that the comic (or show) will showcase. The stories we are viewing are only the "interesting events" that occur in the life(s) of the character(s). They can dip into a bit of the resignation thing, however (if we don't save the Earth, no one else will). A smaller version of this might be Black Panther ("Defender of Wakanda") or Sunfire ("Defender of Japan").
- Powered Task Force: the Avengers might be "Earth's mightiest heroes" but they're generally tasked with Earthly missions: taking down super bad guys and terrorist organizations. While the Avengers films include bouts with the occasional intergalactic threat, it is made clear that they spend a lot of time on active duty acting as a kind of extra-governmental global law enforcement. Motivation is some form of "duty" - they're pseudo-military after all - with a heaping helping of "for my teammates" (fellow soldier). This category can also apply to strictly national teams (The West Coast Avengers, X-Caliber, etc.).
- School for the Gifted: this covers everything from the X-Men to the Teen Titans to Sky High to the Umbrella Academy, all stories about youngsters learning about their powers (as a group) and finding their way in the world (as a team) while developing into adulthood. Motivation is the usual teen peer pressure, wanting to look good / not stupid thing, as well as pleasing parents (probably), and possibly school pride.
- Super Families: here we have your Fantastic Four and (for the younger generation) The Incredibles, the latter of which is interesting because it deals with the legacy of the parents and their mistakes. Generally, though, I'd prefer to stay away from a set-up that pits PCs in a parent-child dynamic, at least one involving BOTH parents (too much authority); single parent might be okay (Batman feels okay with both Robin and Batgirl in the mix). Siblings are better: the FF, Power Pack, or the Shazam! family being good examples. Motivation is, of course, family (also sibling rivalries), which makes even downtime activity interesting between monster-of-the-week activities.
- Superheroes for Hire: the mercenary route isn't a great one for the supers genre because "making money" and "heroism" don't really go hand-in-hand. That being said, for a more light-hearted (i.e. humorous) series (like Damage Control, Ghostbusters, or the original Heroes for Hire), I think it might work. Luke Cage and Iron Fist are a pretty good example: despite doing hero work for pay, it's not like they ever get rich...too many widows and orphans can't afford to pay. And anyway Fist IS rich (amusingly) but simply doesn't care about money. In the end, the motivation is still adventure (and buddy/friendship) with the "professional" title being a justification for hanging out and socking people.
- Provides a reason for multiple player characters of different types to participate.
- Provides group dynamics that function outside of adventures.
- Provides justifications for adventures ("missions" and "exams," respectively).
- Provides reasons for new characters to arrive (new hires, transfer students, etc.)...it's hard bringing a new sibling into a super family!
- Provides a motivation for hero participation (duty/job or responsibility/grades).
- Gives leeway for NPC dynamics OUTSIDE the team (soldiers and students both have non-powered family members, friends, neighbors, etc.). Such NPCs may be privy to the characters' job/school or may be completely in the dark about what they do.
- For characters whose identities are secret, they don't have to worry about supporting themselves as "full-time heroes" (they're paid a stipend or receive a "scholarship" to their fancy school).
- Players/characters can leave at any time without disrupting the campaign.
Monday, March 29, 2021
A "Heroic" Interlude
- I think (I think) that, for me, the super hero comic book as a source of "lore" and as a genre may be a dead one. I just don't care very much about "the ongoing story" because most of it is just...eh. Let's just leave it at "I don't care" but ESPECIALLY I don't care about all the new "hero teams" that have been created over the last 20 years (mixing various heroes and villains like a Wild West version of NFL free agency with no salary cap). Just. Don't. Care.
- I think the cinematic MCU is fairly coherent and is a good model to try emulating. Trey, over at Sorcerer's Skull, started doing an analysis of cinematic supers (how they differ from their comic counterparts) and I think that's a pretty good place to start.
- Some may detest the light-heartedness and camp that creeps into these films, but I enjoy much of it, not least because it's too hard to take the genre uber-serious. While I appreciate the new DC films since (and including) Nolan's Batman trilogy, there is something I find very pretentious about using grim-dark to tell stories about characters in tights and/or hot pants with silly code names. I like that the actors take the material seriously, but the writers and directors (i.e. the filmmakers) needn't do so. Damn. Have some fun with it!
Friday, September 11, 2020
Annoyances
September, huh? Guess it's time to throw some content up on Ye Old Blog.
While gaming in the time of Covid must certainly suck (I wouldn't know, since I have zero opportunity to game), school in the time of Covid sucks worse. Does it suck as much as this new Blogger interface that I am finding it tricky to decipher at the moment (WTF Blogger)? Yes, more...because it affects the entire household, not just the education and developmental years of our children's lives.
*sigh*
So, yeah, school started up for the kids last week, and I've been dealing with that since the end of August. Oh, and a few other things. But fortunately the fam had a chance to get away for a mini family vacation in the mountains (far away from Covid country) and THAT as much as anything is still keeping my batteries charged up the last couple weeks. Oh, and the return of sports on the TV. Everyone's happy when the Storm or the Sounders can take someone apart (as has become my custom the last few years, I have ignored the Mariners since they fell under .500 and will continue to do so until they can put together a respectable season), and hey football season started! I wear Seahawks merch all year round, but at least now I won't look like such a tool (or, rather, I'll have company with the rest of Seattle).
Mmm. None of that is really "content." Apologies.
Just because I haven't been blogging doesn't mean I haven't been reading (and listening to podcasts) from other folks. Thanks to all of you who have continued to entertain me...it helps keep me sane.
On my own front, well, as said, we've been pretty darn busy the last couple weeks
[ugh...just as an aside, I'm listening to my child's remote learning class in the next room. Is there anything more obnoxious than a 4th grade teacher that claims to love fantasy and cites Harry Potter as her favorite book series? Well, yes, there is...a 4th grade teacher who also touts her Nintendo Switch as her favorite game/toy. Gosh, I am a crusty old man...]
...but before things started heating up, the kids really REALLY wanted to play a superhero RPG. And not just any RPG but, specifically, Heroes Unlimited. Because, as everyone knows, Palladium has the greatest design for an RPG ever. I mean EV...ER. 😉
Actually, here's the deal: an inventory list that includes Real World equipment, especially FIREARMS with ILLUSTRATIONS is pure nectar of the gods to my children, especially the boy. The random character creation which allows one to create a Soviet agent with enough money to buy a Yugoslavian assault rifle (wow, dated) is more adolescent geekery than I can stand, but for my kids, it is FAN-fricking-tastic. Heck, what they wanted to start with was Ninjas & Superspies, but got overwhelmed with the extensive martial arts lists, and decided they'd prefer to make mutants and robot pilots and whatnot.
[no, my kids haven't gotten to that stage where they argue about which culture's kung fu is better. Maybe some day they'll get into the Hong Kong action theater, but right now Lego Ninjago is about the extent of their cinematic martial arts experience]
Anyway, I just decided to "roll with it;" that is, I figured I'd just run the game By The Book, rather than complain about the thing. But, as has happened before, things fell apart in the usual places: character creation and adventure creation. I know, right?
It's actually the latter issue that I wanted to write about. Character creation, despite being convoluted, is still relatively straightforward. And depending on the character type you rolled (or chose) it might even be fast, other than the skill selection process which is O So Awful (sorry, Kevin Siembieda...it is). For a guy who's owned, read, and played the game over three decades...well, it's still a laborious process (depending on the type of character being created), but it's doable. For newbies (like my kids) there's a lot of hand-holding required...unless you want to circumvent it with your own rules (which I did).
Adventure creation...or rather campaign creation...is another matter, though related. Basically, the problem is this: you can't prep anything until after you've got the characters created and the team established. Which may be a big "duh" from long time GMs of the supers genre but was a bit of an "ah ha" moment for Yours Truly.
See, I'll let you in on a not-so-secret secret of mine. I'm not a fan of "Session Zero;" quite the opposite, in fact. When I sit down to play a game, I want to play the game, not "prep" for the next game session. That is a big fat waste of my time. It's what makes D&D such a great go-to game: there's plenty of time to create dungeons, scenarios, adventures, etc. in one's free time (or read and familiarize yourself with a pre-written module), and then when come to the table you simply pull out something that matches the characters' general level. Even for campaign play, you can have multiple established adventures or scenarios ready to point a party towards...or let them choose amongst...based on their comfort level with various risk/reward factors ('No, we don't feel like tackling the Necropolis of the Dead, seeing as how the party cleric got eaten in our last session.'). Hell, even if the party takes a left turn from where you expected an adventure to go, it's fairly easy to come up with something "on the fly" just using random tables.
But that doesn't fly with the supers genre. Unless you're playing a pre-written scenario that includes pre-generated PCs (for example, any of the old TSR adventure modules for Marvel) there's no way to come prepared to the session until AFTER the characters have been created. Starting a basic D&D game? You show up with adventures suitable for 1st level characters (and then let the players put them together in 5-10 minutes). But with supers characters the range of divergent power levels is so wide that you can't do that. You can't prep for a street level Daredevil style game when players are creating Thor-level characters...and vice versa.
Likewise, there's no way for a GM to set-up a campaign until AFTER you see what the characters are you're dealing with. Diego's robot pilot ("Red One") is a Soviet special forces soldier driving a prototype power vehicle with the explicit sanction and blessing of the military institution that developed it. Sofia's tech-savvy inventor is British secret service. While this in itself can be an interesting dilemma to resolve, given an 80's Cold War setting, how the heck am I supposed to have an adventure prepped for that prior to play? Or, rather, how do I prep for the possibility that these are the characters that will be generated at the beginning of the game session?
Oh, yes, yes...I understand that one could say at the outset: "Hey, everyone: your team of superheroes is a special task force put together by the American government to deal with alien invaders" (for instance) "so make sure you create a superhero to match." But, again, what if someone rolls up the equivalent of a masked vigilante while another gets the equivalent of Superman? Point buy? Okay, that's just conceding (again) that the entire first session is going to be spent in character creation as people hammer out concepts and figure where and how to spend points in order to build some sort of coherent, consistent team.
And if you're going to do that, you might as well let the players use their own imagination (rather than set parameters) and prep your adventure based on what they come up with.
This is, in the end, my point: you need a Session Zero (i.e. a game session where no part of the regular game "play" happens) if you're going to run a campaign of any longterm value in the supers genre. You need to establish origins and relationships and how characters complement (or don't) each other and what the power level is going to be. Regardless of the planned scenario (or "story arc") for the campaign.
At least if you plan on running a game that allows for a wide range of different super characters with disparate power levels, i.e. something that emulates the superhero genre. Because in the genre, you DO have characters with divergent power levels: Thor and Iron Man with Hawkeye and Black Widow. Superman and Wonder Woman with Batman and Black Canary. Dr. Manhattan and Rorschach. Green Lantern and Green Arrow. Etc.
And I hate Session Zero. I just do. And I kind of hate pre-generated characters (at least, for this genre of game) because I do NOT want a game to be about how well the players can role-play a particular established piece of intellectual property. Don't give me your Tony Stark impression, pal.
Hmm...that's a lot of hate (probably grumpy due to, you know, everything going on in the world. Lot of smoke outside my window at the moment). But it explains why I've always had difficulty getting superhero campaigns off the ground, despite personally enjoying the idea of running such a game. And it explains why (for me) D&D is soooo much easier to run.
My next post should be on that particular topic.
Saturday, August 10, 2019
Forget the Supers
Never did get to the play-test I wrote about in the last blog post. See, the plan was to run a modified-for-my-game version of Mall of Terror (Heroes Unlimited Revised), and then a real life maniac gunned down several dozen people in a Walmart. Yeah. Less than 24 hours before a shooter in Dayton, Ohio killed nine and wounded 14 in less than 30 seconds...about three melee rounds in B/X terms.
Hard to model that type of destruction in game terms. Hard to balance that with "super powers." Even if I wanted to. Which I don't have the stomach for, not at the moment.
But even if I did, such events merely serve to remind how insipid the whole superhero genre is, as far as "fantasy adventure" in a contemporary setting. You can tell structured stories (in media, for example) or you can use giant invasions of creatures (aliens, zombies, whatever) that are immune to conventional armaments as a source of constant conflict...but for a game the latter gets old pretty fast, and the former isn't suitable for the style/type of game I want to run.
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| Hero Worship |
It's also incredibly cynical (though, as I understand it, not nearly as much as the original comics were created by a guy rumored to absolutely hate superheroes as a genre). Which is fine. I dig on cynical super movies: I've owned The Watchmen since before it was produced as a film, and I enjoyed both Super and The Mystery Men to watch them multiple times. But The Boys take things to an all new level. It's basically the world of White Wolf's Aberrant RPG, except that instead of having M-R nodes activated by a fallen space satellite, the world's superhumans have been created through an old Nazi chemical compound injected (clandestinely) into babies all over the country. If I wasn't so enamored with non-mutant heroes (like Iron Man or Green Arrow), it would make a great basis for ANY super-themed world setting. But then, you already have that in Aberrant (replace Project Utopia with Vought and Team Tomorrow with The Seven).
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| Caestus Pax...the Team Tomorrow version of Homelander. |
Yeah, the more I think about it, The Boys is really just a Hunters Hunted version of Aberrant.
Anyway. I'm going to be taking a break from the supers thing for a while. I like where the game is at (even thought up some new mechanics this morning that I need to implement), but I just don't feel like playing it right now. Instead, I need some real escape from reality. I'll be at the Dragonflight Convention next weekend, and I've already penciled out a schedule including ALL the B/X games at the con. I'm not going to run anything, just lose myself in fantasy bloodshed and mayhem.
Or maybe I'll cut out the bloodshed. Maybe I'll try playing some non-fightery types for a change...wizards sporting all utility spells, cowardly thieves, or pacifist clerics. Something with a different approach to treasure gathering. Maybe.
Anyway, I'm looking forward to the break.
Monday, April 8, 2019
G is for Gnomes
G is for Gnomes. And dwarves, I suppose...but there aren't that many of those (comparatively) in Karameikos.
I've mentioned the gnomes before (briefly) when I was writing about the Elvenguard. Unlike the 'guard, the gnomish community of Karameikos has been established since the first light of publication, in the write-up of the duchy found in the B/X expert rulebook. Their description paints a fairly pastoral (if subterranean) picture of the demihumans:
NON-HUMANS
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| No solicitors, please. |
[there are, by the way, no other species listed in the NON-HUMANS section of the expert set's Sample Wilderness text; they could have just headed the section "GNOMES"]
After this description is a paragraph about trade difficulties (already quoted in the aforementioned Elvenguard blog post), followed by a section marked Gnome Lair describing a sample...um, gnome lair (I love the use of the term "lair" by the way...this isn't a "home," "stronghold," or "warren," but a lair. Monsters have lairs, and in D&D lairs are meant to be explored...and perhaps plundered). The Gnome Lair section contains an un-keyed map of what might be a typical outpost or perhaps the main lair of the gnomish community (I always assumed the latter, but the text isn't explicit). It's decent enough with some evocative description, filled with pockets of trained ferrets that double as both pit traps and pens for the gnomes' hunting beasts.
The inclusion of gnomes is an interesting decision. Unlike AD&D, in B/X gnomes are not a player character race, but an NPC monster...though quite possibly a helpful one (alignment is listed as Lawful/Neutral). The monster entry for gnome in the Tom Moldvay penned Basic book is far more descriptive and outright different from any prior pass at the species; check this out:
OD&D: "Slightly smaller than Dwarves, and with longer beards, these creatures inhabit the hills and lowland burrows as opposed to the mountainous home which Dwarves choose. They are more reclusive than their cousins, but in all other respects resemble Dwarves."
Holmes: "Gnomes are similar to dwarves, whom they resemble. They are smaller, have longer noses and beards and inhabit low-land and hill burrows rather than mountains. They favor crossbows."
AD&D: Adds nothing besides notes on coloration, military formations, and AD&D mechanics (languages, magic resistance, etc.). Note their weapons are limited to short swords, clubs, spears, slings, and short bows; crossbows aren't even an option,
B/X (Tom Moldvay, B36): "Gnomes are a human-like race related to dwarves. They are smaller than dwarves, and have long noses and full beards. Gnomes have well developed infra vision (heat-sensing sight), and can "see" heat to 90' in the dark. They usually live in burrows in the lowlands. Gnomes are excellent metalsmiths and miners. They love gold and gems and have been known to make bad decisions just to obtain them. They love machinery of all kinds and like to use crossbows as missile weapons and war hammers in hand-to-hand combat. Gnomes like most dwarves, but war with goblins and kobolds who steal their precious gold. They will usually attack kobolds on sight."
[B/X also has a paragraph that details war parties, hit dice of chiefs, etc. similar to that of other humanoid species like hobgoblins and orcs. There is no mention of "leveled" leaders as gnome is not a character class in this edition]
Talk about going off the reservation! I'm not sure why they bother retaining the (earlier edition) AC of 5, when these "excellent metalsmiths" should probably be sporting at least chain and shield, if not better! The bit about their "bad decisions" based on greed speaks to their corruptibility, and their love of "machinery of all kinds" (!) can be read either as the primordial precursor to Dragonlance's "tinker gnomes" or something more sinister (like Tolkien/Lucas association of machines/technology with evil). For those who like to mix the SciFi with their fantasy, this is the perfect excuse to create a cyborg subterranean species, or a bunch of mechanical (rather than magical) automatons and "living statues."
I don't know why I tend to see gnomes as prone to evil...which is pretty weird considering I grew up reading (and loving) those Huygen/Poortvliet books. Maybe I've just seen too many "evil" depictions of them over the years: the insane followers of Keraptis (detailed in White Plume Mountain), the evil illusionist in Gygax's first Gord the Rogue novel...and who can forget their turn as a bat-riding, magic-wielding evil alien species in Marvel comics Star Trek (issue #16)? Certainly not me, True Believers; that story is indelibly burned into my childhood memories!
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| EVIL gnomes. |
*ahem* ANYway, considering the potential of what can be done with B/X gnomes, the gnomes of Highforge (as GAZ1 names the community) is pretty banal. I mean, they mine silver for (and engage in trade with) the duke...and that's about it. Allston's GAZ1 increases the size of the community to 6500 (and adds a dwarf clan to the mix, perhaps to give the PCs an "in") and adds the following information:
Ruler: Dorfus Hilltopper, Gnome King of Highforge. Dorfus is a typical Gnome. He isn't too fond of humans -- though not impolite, he avoids dealing with them whenever possible; the annual Gnome Caravan is enough for him, and he doesn't even accompany it.
Population: 6500 gnomes and 1000 dwarves.
Laws: Within Highforge, the gnomes and dwarves ignore the Duke's Law and live by gnomish and dwarfish custom; they settle their own disputes, try their own criminals, and do not report law-breaking to the human officials. Additionally, they do not pay taxes to the the humans; they have their own economic system and only pay taxes when selling goods to humans.
That's it for the gnomes; the only other notes are regarding the dwarves and their mines. No info is provided regarding the interconnectedness of the gnome silver and the the duchy's coinage. If it wasn't for the information in Mentzer's expert rulebook, one would never think the gnomes the source of the archduke's silver ore. One could even see Allston as working directly from the B/X source material...except that he sets up "King Dorfus" (a portmanteau of "Dork" and "Doofus?") in place of the egalitarian council of elders originally described.
Personally, I'd probably axe all of the BECMI/GAZ info on the gnomes...there's just not much there worth keeping. Not only does it set up potential adventures for B/X player characters (meeting and establishing relations/trade with the gnomes) but it allows the gnomes to be a powerful "wild card" faction in the region...for good or ill. However, here are some additional ideas you might want to run with:
Option #1: Gnomes as Escaped Slaves. Long time readers of the blog know I'm a big fan of adventure S2: White Plume Mountain...I even did a B/X conversion of it waaaay back in 2009. If I were to start a new campaign set in Karameikos, I'd probably set "the feathered peak" somewhere in the northwest Cruth Mountains. What if the gnomish community in Karameikos were descendants of gnomes that had revolted and escaped from the yoke of Keraptis (and their corrupt, evil brethren). They were probably evil themselves (once), having made "poor decisions" because of the gold and gems the evil wizard offered...but having repented their wicked ways, they've since sought a clean slate, far away. It remains their secret shame...one they do not want discovered as there are people who would consider them "war criminals" of the type that need to be expunged. What's more, they live in constant fear of Keraptis (or his lich or whatever) discovering their location and returning to claim them. Helps explain the reclusiveness and unwillingness to deal with outsiders.
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| Coming for YOU, man. |
Option #3: Gnomes as Oppressed Species. Or perhaps it is the gnomes themselves that have been enslaved. Why have the gnomes become Stefan's silver miners? Because they have no choice in the matter! Having discovered rich veins of silver in the hills, and ready-made workforce on site, the Duke has used his army to put the gnomes to the task of mining the precious metal. Of course, it helps that the Callarii elves have a long history of bad blood with the gnomes...the Elvenguard was only too happy to aid in pacifying the "reluctant workforce." Let's face facts: gnomes aren't an adventuring species (like dwarves, elves, and halflings); to humans, they're a strange little species with a weird machine fixation. They're not that far removed from goblins or kobolds (probably related to both, seeing as how they speak those languages!) and there's nothing wrong with exploiting such creatures for the good of the duchy. Hell, the duke's being nice...he could have just put them to the sword (as he does with other humanoids)...they should be grateful he's giving them a chance to work his mines. Maybe if we upped their daily ration of gruel they'd actually whistle while they work.
; )










