Gotta say, the illustrations here are really striking. This one perfectly captures the vibe of a decadent noble hunting peasants for sport despite being a weird lizard.
This is the weirdest Joan Baez x Elvis Costello fic I've ever read.
This is the weirdest Joan Baez x Elvis Costello fic I've ever read.
I read of the Sarcedotes and I can only think Brotherhood of Steel.
*googles* Oh, "sacerdotes" is just Latin (and Spanish and Portuguese) for "priests."
While I never played OD&D, from what I know of the mechanics, they don't really provide the players the means to engage in heist film antics except through spells. There was no skill system unless you were a Thief: non-weapon proficiencies wouldn't be introduced for decades. So 75% of any given party couldn't do any of things required for a heist--sneaking, burglary, disguise, trickery--except through spells. And Thief skills started out with a 25% chance of success, so they weren't likely to actually accomplish anything they tried in that regard, either. And the spells that you got were either decided randomly or at the whim of the DM, so you might not have any that were useful, and couldn't really prepare the tools that you needed to execute any heist plan that you might undertake. The non-casters' tools might no have opportunity cost, but they don't have much opportunity value outside of combat, either.See my previous point about heist films; an OD&D dungeon is a logistics puzzle, and fight-ender spells (or obstacle-ignorer spells in general) are the equivalent of a space shooter's bombs. Noncasters stay relevant because their contributions have much less opportunity cost, which means you can delve deeper and retrieve better treasures and not be as sorely pressed if you take too long and a wandering monster attacks you, that being OD&D's standard form of time pressure.
The passage of a day makes a poor balancing mechanic because whether or not the passage of a day matters, whether it's a limitation that's brutal and insurmountable or utterly trivial, depends entirely on the nature of the narrative and the leeway provided by the gamemaster. There are D20 System games that put special powers on a use-per-encounter basis instead, like Force Powers in Star Wars Saga Edition and martial maneuvers in the Tome of Battle rules for 3.5E and the Path of War third-party rules for Pathfinder 1E, and it works much better for both balance and narrative. There are other games that have other balancing mechanics for magic, like risk of overexerting yourself (Shadowrun, Dresden Files) or risk of backlash from reality itself for tampering with it (Mage: The Ascension). There are games where the ability to wrest control of the narrative isn't exclusive to magic-using characters (FATE). There are a lot of better ways that D&D's magic system could work, lots of ways that D&D could be a better game, if it wasn't tied by nostalgia to the spell-slots-per-day paradigm.This mostly seems like an issue with 'day' having an insufficiently defined mechanical cost.
I'd send Prokopetz an ask, honestly - he's the expert I got this from. But my suspicion, based on the OSR blogs I've read, is that you're looking for rules-mediated solutions when in fact a lot of the expected heist antics were basically freeform improv prompted by the equipment list, interesting dungeon features, and the fact that you can sometimes pay a henchman to do the scary part for you. Adding dice to that sort of process would in fact suppress it, by telling you that it's the sort of thing you aren't allowed to succeed at if you your character isn't specced for it.While I never played OD&D, from what I know of the mechanics, they don't really provide the players the means to engage in heist film antics except through spells. There was no skill system unless you were a Thief: non-weapon proficiencies wouldn't be introduced for decades. So 75% of any given party couldn't do any of things required for a heist--sneaking, burglary, disguise, trickery--except through spells. And Thief skills started out with a 25% chance of success, so they weren't likely to actually accomplish anything they tried in that regard, either. And the spells that you got were either decided randomly or at the whim of the DM, so you might not have any that were useful, and couldn't really prepare the tools that you needed to execute any heist plan that you might undertake. The non-casters' tools might no have opportunity cost, but they don't have much opportunity value outside of combat, either.
I'm pretty sure you're overestimating OD&D's pagecount (and underestimating how much it's equipment lists by weight)? It's true that the game mutated heavily, repeatedly, and quickly, though, and that the majority of strongly-rules-mediated play is combat in every edition I'm aware of.The fact that the expected gameplay of D&D shifted away from this "heist" notion in all subsequent editions is a strong indicator that most people were not playing the game that way. Consider what the largest parts of the D&D ruleset are in any edition: spells and combat. You don't write hundreds of pages of rules that you don't intend to use. If they were expecting people to engage in heists, then why aren't there larger sections of rules devoted to infiltration or social interactions? Shadowrun, a tabletop RPG in which doing heists is expected to play a large role, devotes quite a bit of rules space to how to do B&E, but D&D devotes very little.
I don't see how this is interacting with my argument at all? I was saying 'daily limits are often arbitrary, which is bad, but they only get that way if they don't interact with enough of the game'. Obviously they aren't the only paradigm for magic, and obviously they're kind of unsettling to rely on if you aren't on the offensive, but they're weird in an interesting way.The passage of a day makes a poor balancing mechanic because whether or not the passage of a day matters, whether it's a limitation that's brutal and insurmountable or utterly trivial, depends entirely on the nature of the narrative and the leeway provided by the gamemaster. There are D20 System games that put special powers on a use-per-encounter basis instead, like Force Powers in Star Wars Saga Edition and martial maneuvers in the Tome of Battle rules for 3.5E and the Path of War third-party rules for Pathfinder 1E, and it works much better for both balance and narrative. There are other games that have other balancing mechanics for magic, like risk of overexerting yourself (Shadowrun, Dresden Files) or risk of backlash from reality itself for tampering with it (Mage: The Ascension). There are games where the ability to wrest control of the narrative isn't exclusive to magic-using characters (FATE). There are a lot of better ways that D&D's magic system could work, lots of ways that D&D could be a better game, if it wasn't tied by nostalgia to the spell-slots-per-day paradigm.
To be fair, it is enormously cool.Which kind of leaves me wondering what the point of the grisly eugenic slavery stuff even was. Without any thematic payoff, I feel like it's just kind of shocking and unpleasant for no reason.
Is. Is he enslaving those new Greph too? Wow. I was expecting more of a rejection of slavery, and the dragons being freed.
Very anticlimactic ending. It always feels very weird that the story ultimately didn't do much of anything with the theme of dehumanization that it established with such chilling strength. The novella is full of what seems like foreshadowing, what with Ervis' dragons repeatedly bucking him when he forgets to lock them up by sundown, Joaz trying to get the weaponeers to turn on their masters, etc, but there's never any payoff.
To be fair, it is enormously cool.
Medieval lords riding bioengineered enslaved living weapons is a really neat and inventive idea. That the societies in question are deeply unpleasant frankly makes it better, it makes them seem more authentic and adds a sense of verisimilitude. After all, why wouldn't human colonists who've regressed to feudalism do such a thing? It's not as if feudal societies didn't do comparably awful thing to humans. Making beast of burden and weapons out of a hated enemy who isn't even human is certainly believable.
There's nothing wrong with not enjoying it (it is pretty horrifying for the obvious reasons) but I think this falls under "depiction is not endorsement". It's just a creative way to go about adding dragon riders that meshes well with the societies depicted and fits the setting's core conflicts.
The popularity of Lord of the Rings has rather memory-holed how weird much of our SFF used to be. As much as it's one of the greatest works of literature ever published, it's also pretty anodyne and so when follow the leader syndrome kicked in fantasy started to look overall a whole lot more like Middle Earth. From there we went to the gritty realisms of Game of Thrones which in terms of fantasy construction is basically Middle Earth but now we talk about sex and torture.Every SFF novella published in the 60s is like the boldest, most wildly imaginative ideas you've ever seen, making you wonder how we fell from such creativity to the widespread clichés of today, followed by the limpest, most anticlimactic ending imaginable, and also every character is a sociopath. You gotta love it.
They did though? The story is focused on them trying to survive the latest invasion from the people that they learned their slavery from. It's not exactly an incidental feature.It just seems weird to throw something that horrifying into the story and then NOT have the story be about that.
Which I find often led when I was younger to a kind of odd experience for french readers of SFF, even after the 60s. I don't know if you'll agree, but in my case, when I was stuck reading translations before I became sufficiently familiar with English to contend with the originals, I read a lot English 60s SFF, the French market being dominated by anglophone productions and not keeping up very well (at least at the time) with new books. So for a long time my perspective on SFF was that Moorcock's Elric, Gene Wolfe's Severian or Corwyn's Zelazny were perfectly ordinary protagonists with somewhat odd thoughts processes.Every SFF novella published in the 60s is like the boldest, most wildly imaginative ideas you've ever seen, making you wonder how we fell from such creativity to the widespread clichés of today, followed by the limpest, most anticlimactic ending imaginable, and also every character is a sociopath. You gotta love it.
So for a long time my perspective on SFF was that Moorcock's Elric, Gene Wolfe's Severian or Corwyn's Zelazny were perfectly ordinary protagonists with somewhat odd thoughts processes.
What I meant is, Leila's review shows a focus on a fucked up society of slavery, highlighting how none are truly above the other by how humans turned things around on the Greph twice. So it never coming to a head with, say, a rejection of this system felt surprising, specially with apparently having suc an anticlimatic endingWhy? The only reason humanity managed to avoid getting mass-harvested again is they had dragons. Why give it up?
yep, that's a sufficiently amusing error for me to keep there 😅
I was just having a discussion about this in another thread, actually:Every SFF novella published in the 60s is like the boldest, most wildly imaginative ideas you've ever seen, making you wonder how we fell from such creativity to the widespread clichés of today, followed by the limpest, most anticlimactic ending imaginable, and also every character is a sociopath. You gotta love it.
This does vary a bit, even within a given author's work. Even though I've read several of Asimov's Foundation books, I couldn't tell you who any character in them is (except, I guess, The Mule) and the ending of every one is a tepid anticlimax with no tension whatsoever, whereas I can recall the major characters of Asimov's Robot stories quite well.A lot of the classic literary science fiction from the early and mid 20th century (Asimov, et al.) was very focused on the high concept, the idea, the worldbuilding, the societal changes that technology brings (Asimov even once said that science fiction is ultimately about societies), and not very interested in characterization, drama, tension, the narrative storytelling part of writing. The Golden Age of science fiction has lots of interesting settings with very bland and forgettable characters, wooden and expository dialogue and dull and anticlimactic plots. (For example, Who Goes There?, the novella that The Thing is based on, has the cool-as-hell premise of the film, but the numerous characters are all bland blank slates without any of the personality of the ones in the film and the climax lacks the tension and uncertainty of the film's final act. A faithful adaptation of the original would have been a dull film.)
The Lord of the Rings (the book) pre-dates this by almost a decade. And literary Science Fiction continued to be deeply weird after this. The characters of Dune, for example, are all aristocratic genetically-engineered superhumans trained since birth to have computers for brains and not feel emotions.The popularity of Lord of the Rings has rather memory-holed how weird much of our SFF used to be. As much as it's one of the greatest works of literature ever published, it's also pretty anodyne and so when follow the leader syndrome kicked in fantasy started to look overall a whole lot more like Middle Earth. From there we went to the gritty realisms of Game of Thrones which in terms of fantasy construction is basically Middle Earth but now we talk about sex and torture.
A lot of science fiction, especially in the literature of the era, is basically just looking at some terrible potential future and going, "Wouldn't that be fucked up?" without offering any hope that the characters will be able to change things. There's no happy ending in 1984, either. It's the reader who's supposed to heed the warning and ensure that these futures never come to pass in the first place.What I meant is, Leila's review shows a focus on a fucked up society of slavery, highlighting how none are truly above the other by how humans turned things around on the Greph twice. So it never coming to a head with, say, a rejection of this system felt surprising, specially with apparently having suc an anticlimatic ending
I'm saying that I think that use-per-day is a bad mechanic for multiple reasons, including how making a "one-shot" ability like a spell slot strong enough to be worth using will often make it so powerful that it will largely render irrelevant those characters who only have unlimited-use abilities, and even if you tried to add some mechanical tradeoff to resting like the enemies growing stronger over time, it would still be bad game design for narrative reasons, because it introduces an expectation to have the opportunity to bring the events to a grinding halt for an extended period to restore resources. Think of all the films you've seen where most of the events take place in a single day, or otherwise in rapid succession, without any opportunity for the heroes to stop and get eight hours of sleep: Star Wars, Die Hard and Die Hard With A Vengeance, Alien, Commando, High Noon, Escape From New York, Jurassic Park, The Warriors, The Goonies, Assault on Precinct 13, The Thing. You can't really tell stories like those effectively in a game that works primarily on use-per-day mechanics.I don't see how this is interacting with my argument at all? I was saying 'daily limits are often arbitrary, which is bad, but they only get that way if they don't interact with enough of the game'. Obviously they aren't the only paradigm for magic, and obviously they're kind of unsettling to rely on if you aren't on the offensive, but they're weird in an interesting way.
Asimov is I think an interesting case because you can compare Caves of Steel, The Naked Sun, and The Robots of Dawn, which are all part of the same series, featuring the same main character (Detective Elijah Baley), but Caves of Steel and The Naked Sun were both written in the 50s and The Robots of Dawn was written in the 80s, and it shows. As I remember them (it was some years ago), the first two books are very cold, cerebral, the main character has a wife but it's not a very warm relationship, society is fucked up in interesting ways but everyone talks about it very abstractly and calmly - they're 50s scifi novels; . But Dawn is a novel of the 80s, and that means Elijah Baley fucks. I mean literally; he has an affair with a woman he meets during the course of the plot. The novel also brings attention to Elijah's relationship with his son, centers the pathologic agoraphobia that Earthers have developed over time living underground, and is generally a little more exciting, there are actual emotions on display.I was just having a discussion about this in another thread, actually:
This does vary a bit, even within a given author's work. Even though I've read several of Asimov's Foundation books, I couldn't tell you who any character in them is (except, I guess, The Mule) and the ending of every one is a tepid anticlimax with no tension whatsoever, whereas I can recall the major characters of Asimov's Robot stories quite well.
Yeah, I read all three at once as a trilogy, so I never really thought about the time between when they were written. Even with the first two, tho, the characters had some personality and there was an interesting mystery to solve, so I never found it as tedious as Foundation. Also, the agoraphobia was a huge factor in the second book--that's why it's called The Naked Sun--and while Baley doesn't fuck in that book, it's where he meets the woman that he has the affair with in the next book, and the lack of intimacy in her marriage with the deceased is part of the plot.Asimov is I think an interesting case because you can compare Caves of Steel, The Naked Sun, and The Robots of Dawn, which are all part of the same series, featuring the same main character (Detective Elijah Baley), but Caves of Steel and The Naked Sun were both written in the 50s and The Robots of Dawn was written in the 80s, and it shows. As I remember them (it was some years ago), the first two books are very cold, cerebral, the main character has a wife but it's not a very warm relationship, society is fucked up in interesting ways but everyone talks about it very abstractly and calmly - they're 50s scifi novels; . But Dawn is a novel of the 80s, and that means Elijah Baley fucks. I mean literally; he has an affair with a woman he meets during the course of the plot. The novel also brings attention to Elijah's relationship with his son, centers the pathologic agoraphobia that Earthers have developed over time living underground, and is generally a little more exciting, there are actual emotions on display.