This novel (link is an Amazon Affiliate link) is of the genre of not-so-young-man-does-good stories that were fairly common in days of yore. Writers like H. Beam Piper and David Drake used to give us lots of these. They deviate from the young-man-does-good stories of authors like Alan Dean Foster in that our protagonist has at least a decade of adult life under his belt. He's done his time in the trenches (often literally) and is ready to wed his worldly experience with youthful energy to carve out his place in the world. He'll use restless initiative and wits to shock the world and his enemies, along with a strong sense of justice and an almost present-day morality to earn the loyalty of his followers and comrades. There's almost always a young woman who's only just entered adulthood but who also exhibits maturity beyond her years to win, usually by climbing the social ladder (if the society has nobility, he'll be a commoner or close to it at the beginning of the story, but fairly elevated up the noble chain by the end). A large component of his success will be based on this character seeing what others cannot, often by finding new and innovative ways to use whatever tech is cutting-edge for their culture. Piper's Lord Kalvin of Otherwhen is probably the pinnacle of this genre, though you can absolutely see how it grew from books like The Count of Monte Cristo and A Princess of Mars.
This book posits a world like ours, but where the monotheisms that came to dominate the world never developed. Taghri's world is one of many gods, and even the gods of a single pantheon can be jealous of one another. It's a world where the gods also take a hand in things, though slowly, and often through agents. It's also a world of gunpowder and, but for the lack of faiths like Islam and Christianity, looks like our own in the 16th century.
Taghri is an experienced campaigner, a veteran of the Sultan's wars who tries his hand at being a merchant. He's hardly gotten started when he finds himself fighting for his life again, this time against pirates. He slays the pirate captain and claims his ship. Among the treasures stowed on board is a princess and a knife that tingles with magical power. These treasures bring him to the attention of both this world's secular and divine powers, and he uses this opportunity to work his way to greatness.
This is a decent book of its type, but not a great one. The writing is engaging and descriptive, Taghri is sufficiently sympathetic (the dude never misses an opportunity to save a cat), and the action is written with gusto. A sea battle about midway through the novel is especially fun. However, you rarely feel much tension; suspense for our hero or his friends is frequently undercut when they quickly show that their hard work and cleverness has made them far and away better prepared for any encounter than their foes. The world-building also feels fairly meh. We get just enough local color for this to feel like a modern retelling of a story from the 1,001 Nights, but little else. Our hero doesn't help matters by never failing to exhibit modern sensibilities towards issues like slavery. While he doesn't give any impassioned speeches about the evils of slavery, he never fails to free any slave he comes across, nor does he show any interest in enslaving his enemies. And, while the setting strongly implies that Taghri's friends and allies own slaves, we never, ever see even one. This and a few other choices by the author leads to the setting feeling a bit like a Hollywood back-lot more than a real place.
That all said, this is a fine book of its type, and if you're spoiling for a book along these lines, you'll probably enjoy Taghri's Prize.
Gamers will appreciate Taghri's gung-ho cleverness, and the relationships between the gods and their worshipers feels very much like what you'd expect in a D&D world. The magic item in-and-of-itself isn't terribly exciting, but DMs will be intrigued by the way the plot is woven around it, and by how it launches our hero into a world of political intrigues and results in moments where the gods literally steer our hero in the right direction.
Tuesday, August 20, 2019
Monday, August 12, 2019
Wherefore Gorgeous Hardcovers?
Noisms asks, “How did the publishing model for RPG books, particularly OSR ones, become so skewed towards high-production values and hence high costs?”
For the larger industry, the answer lies in the fact that most professional RPG shops are really more book-publisher than game-maker. The glossy, full-color, door-stopping coffee table tome looks more like quality than the thin booklets or magazine-like specimens that dead-tree RPGs have alternatively looked like. You can get away with charging $50 for these coffee-table monsters; you couldn’t do that with thinner, “cheaper” books, forget PDFs. And, while the coffee-table tomes are more expensive to produce, they’re not that much more expensive to produce. On top of that, the industry is so comfortable with this sort of thing, both as publishers and consumers, that nobody questions the choice and everyone feels they know what they’re getting into. So if you want fancy downtown Seattle office space and medical insurance and full-time staff, this is your tentpole product. It may not be the only way to go, but it’s where the “smart” (meaning “cautious and not-rocking-the-boat”) money is going to go.
But what about the OSR? Well, therein lies a tale. Actually, many tales, which can still be read on the old blogs, including Noisms'.
Return with me now to those heady days of yesteryear. WotC had saved D&D from the sinking ship that was TSR but something just wasn’t right. The 15 minute workday, the assumptions of a combat-focused design erected on a foundation that really didn’t support it, the terribly demanding math of encounter design that resulted in a single fight taking up a whole evening of playtime. There was a vague sense of dissatisfaction. Something wasn’t right. It was probably ’03 or so when I first heard someone say they’d rather be playing B/X if they could. (And Ferrus Minx, if you’re out there, you were a man ahead of your time!)
But then 2008 happened, and with every sneak peek at what D&D 4e would be, someone new experienced a visceral recoil from what they were seeing. The to-the-foundations transformations of not just the rules, but the setting info, of how parties were built and what adventures were about was bad enough, and it was coupled with an insulting ad campaign that literally drove people to seek other options. It had been fun back then. It wasn’t fun now. What had changed? Could we recapture the magic?
Yes, as it turned out, we could. And, when you read those old blogs, there’s a sense of shock and wonder when the old games were dusted off and played, followed quite often by a sense of betrayal and anger. It wasn’t something TSR or WotC had purposefully set out to do. They’d simply tried to improve the game, but they’d done so based on a set of assumptions very much not shared by fans of those older games.
The OSR knew that the old games were better (for certain definitions of better, sure, but as far as the OSR was concerned, those were the definitions that mattered). And the OSR wouldn’t just bring those games back, they would do it better than the Industry was doing! The rules would be better, the adventures would be better, and yes, the production values would be better.
James Edward Raggi IV was one of those making the most noise on this front. He was vociferous in denying all the “conventional wisdom” of the time. And he was right to do so; there was a lot of BS floating around that everyone “knew” was true about the hobby. (And keep in mind, among these was that RPGs were a dying hobby that could never recover; eventually, it would all be cheap little pamphlets printed from home, or deluxe luxury products like Ptolus, following the same pattern as the slow decline of the model railroad hobby).
James was determined to outdo the big companies, especially WotC. And, to him, this meant tossing aside what was expected. His books would be works of art. When his printing of McKinney’s Carcosa came out, it was shocking! Here was a beautifully bound book. The embossed cover felt decadent in your hands. The endpapers were not blank, but had hex maps on them. The high-quality binding meant it stayed open to the page you turned it to, and it didn’t crack and loose pages (like a certain PHB and MM of mine have done, not naming names, *cough*5e*cough*). It wasn’t full-color, and yet it still felt luxurious compared to the industry standard at the time (or even today, to be honest). It was a book that was meant to be used at the table and look gorgeous on a shelf. This was a book that was special, and you could tell that just by looking at it.
And Raggi wasn’t alone in this. We were told you could only hope to break even with six-digit print runs; OSR publishers printed high-quality books in the handful-of-thousands. We were told that print magazines were passé so Fight On! and others were created. We were told that boxed sets were too expensive and had lead to the death of TSR, so we got the Swords & Wizardry White Box, two boxed sets from Raggi, and, finally, when WotC got into the act, their boxed set looked like this!
The books of the OSR were experiments in usability, shrines for what we considered to be important in our hobby, and shots across the bow of a staid industry wallowing towards obsolescence. Probably the ultimate expression of this was Raggi’s hard-cover Free RPG Day offerings, each chock full of new, never-before-seen material, when everyone else was sending meager quick-start rules or thin pamphlet adventures.
I think there’s still a lot to be done with the book. I think Kiel’s Blood in the Chocolate is an amazing start, but I think we can push the functionality of the hardcover even further. I also think that electronic formats have been neglected by the OSR, and there’s lots of room for amazing things in that arena.
As for Noisms, he appears to see the high prices for these books as a gauntlet to be taken up. I very much look forward to seeing what he does as a shot across the bow of the rest of the OSR.
For the larger industry, the answer lies in the fact that most professional RPG shops are really more book-publisher than game-maker. The glossy, full-color, door-stopping coffee table tome looks more like quality than the thin booklets or magazine-like specimens that dead-tree RPGs have alternatively looked like. You can get away with charging $50 for these coffee-table monsters; you couldn’t do that with thinner, “cheaper” books, forget PDFs. And, while the coffee-table tomes are more expensive to produce, they’re not that much more expensive to produce. On top of that, the industry is so comfortable with this sort of thing, both as publishers and consumers, that nobody questions the choice and everyone feels they know what they’re getting into. So if you want fancy downtown Seattle office space and medical insurance and full-time staff, this is your tentpole product. It may not be the only way to go, but it’s where the “smart” (meaning “cautious and not-rocking-the-boat”) money is going to go.
But what about the OSR? Well, therein lies a tale. Actually, many tales, which can still be read on the old blogs, including Noisms'.
Return with me now to those heady days of yesteryear. WotC had saved D&D from the sinking ship that was TSR but something just wasn’t right. The 15 minute workday, the assumptions of a combat-focused design erected on a foundation that really didn’t support it, the terribly demanding math of encounter design that resulted in a single fight taking up a whole evening of playtime. There was a vague sense of dissatisfaction. Something wasn’t right. It was probably ’03 or so when I first heard someone say they’d rather be playing B/X if they could. (And Ferrus Minx, if you’re out there, you were a man ahead of your time!)
But then 2008 happened, and with every sneak peek at what D&D 4e would be, someone new experienced a visceral recoil from what they were seeing. The to-the-foundations transformations of not just the rules, but the setting info, of how parties were built and what adventures were about was bad enough, and it was coupled with an insulting ad campaign that literally drove people to seek other options. It had been fun back then. It wasn’t fun now. What had changed? Could we recapture the magic?
Yes, as it turned out, we could. And, when you read those old blogs, there’s a sense of shock and wonder when the old games were dusted off and played, followed quite often by a sense of betrayal and anger. It wasn’t something TSR or WotC had purposefully set out to do. They’d simply tried to improve the game, but they’d done so based on a set of assumptions very much not shared by fans of those older games.
The OSR knew that the old games were better (for certain definitions of better, sure, but as far as the OSR was concerned, those were the definitions that mattered). And the OSR wouldn’t just bring those games back, they would do it better than the Industry was doing! The rules would be better, the adventures would be better, and yes, the production values would be better.
James Edward Raggi IV was one of those making the most noise on this front. He was vociferous in denying all the “conventional wisdom” of the time. And he was right to do so; there was a lot of BS floating around that everyone “knew” was true about the hobby. (And keep in mind, among these was that RPGs were a dying hobby that could never recover; eventually, it would all be cheap little pamphlets printed from home, or deluxe luxury products like Ptolus, following the same pattern as the slow decline of the model railroad hobby).
James was determined to outdo the big companies, especially WotC. And, to him, this meant tossing aside what was expected. His books would be works of art. When his printing of McKinney’s Carcosa came out, it was shocking! Here was a beautifully bound book. The embossed cover felt decadent in your hands. The endpapers were not blank, but had hex maps on them. The high-quality binding meant it stayed open to the page you turned it to, and it didn’t crack and loose pages (like a certain PHB and MM of mine have done, not naming names, *cough*5e*cough*). It wasn’t full-color, and yet it still felt luxurious compared to the industry standard at the time (or even today, to be honest). It was a book that was meant to be used at the table and look gorgeous on a shelf. This was a book that was special, and you could tell that just by looking at it.
And Raggi wasn’t alone in this. We were told you could only hope to break even with six-digit print runs; OSR publishers printed high-quality books in the handful-of-thousands. We were told that print magazines were passé so Fight On! and others were created. We were told that boxed sets were too expensive and had lead to the death of TSR, so we got the Swords & Wizardry White Box, two boxed sets from Raggi, and, finally, when WotC got into the act, their boxed set looked like this!
The books of the OSR were experiments in usability, shrines for what we considered to be important in our hobby, and shots across the bow of a staid industry wallowing towards obsolescence. Probably the ultimate expression of this was Raggi’s hard-cover Free RPG Day offerings, each chock full of new, never-before-seen material, when everyone else was sending meager quick-start rules or thin pamphlet adventures.
I think there’s still a lot to be done with the book. I think Kiel’s Blood in the Chocolate is an amazing start, but I think we can push the functionality of the hardcover even further. I also think that electronic formats have been neglected by the OSR, and there’s lots of room for amazing things in that arena.
As for Noisms, he appears to see the high prices for these books as a gauntlet to be taken up. I very much look forward to seeing what he does as a shot across the bow of the rest of the OSR.
Sunday, August 11, 2019
Why BX is the Best!
Got a copy of Moldvay's Basic D&D? Turn to page B16 and check out the Charm Person spell:
Emphasis added for what I hope are obvious reasons. This, I tell the young'ens, is how we differentiated between two fighters back in the day. If your character was a mercenary who'd gut his own grannie for a shaved copper, or a paragon of virtue who never raised a hand against the defenseless and the weak, mattered mechanically, and was specifically called out in the rules.
(Compare this to the rules in Gygax's AD&D Players Handbook, which do not reference habits or personality at all in resisting Charm Person or Mammal.)
Any commands given will usually be obeyed, except that orders against its nature (alignment and habits) may be resisted, and an order to kill itself will be refused.
Emphasis added for what I hope are obvious reasons. This, I tell the young'ens, is how we differentiated between two fighters back in the day. If your character was a mercenary who'd gut his own grannie for a shaved copper, or a paragon of virtue who never raised a hand against the defenseless and the weak, mattered mechanically, and was specifically called out in the rules.
(Compare this to the rules in Gygax's AD&D Players Handbook, which do not reference habits or personality at all in resisting Charm Person or Mammal.)
Monday, August 05, 2019
The Agony of the Feets
I can’t remember my feet ever hurting this much. Not sure if it’s a testament to my waxing wimpiness or that this truly was the last rodeo for my sneakers. Poor things had a blow-out.
I saw lots of amazing and cool people this week. If you encountered me on Saturday or later, and I seemed terse or distracted, it wasn’t you; by Saturday the fire-hose of social interaction and ALL TEH AMAZEBALLS GEEKY THINGS!!! had me feeling more than a little punch-drunk. Next year, if you’re going to be at GenCon and want to hang, let me know and we’ll do a better job of arranging things.
Honestly, getting to sit down and debate theory with the likes of Zzarchov Kowolski and Jacob Hurst, discuss the ins-and-outs of the industry with folks who have less sexy but vital jobs that keep the wheels rolling, and just laugh and “OMG have you seen this?!?” with fellow geeks is one of the very coolest things about GenCon. But the coolest is almost certainly the Exhibition Hall. Even though I think a third of the things I saw were “kickstarting in the next four months,” (or maybe even because of it), the things to see and touch and play, and the excitement of everyone around you (shining through the “haven’t slept in two days” exhaustion in some cases), is amazingly inspirational.
The LotFP GenCon exclusives didn’t quite sell out, so there are some copies over at Noble Knight Games. I’m pretty sure the inclusion of She Bleeds, etc. is an oops and they only have the first four available. No idea what the quantities are, so if you want ‘em, best to snatch ‘em up now!
I saw lots of amazing and cool people this week. If you encountered me on Saturday or later, and I seemed terse or distracted, it wasn’t you; by Saturday the fire-hose of social interaction and ALL TEH AMAZEBALLS GEEKY THINGS!!! had me feeling more than a little punch-drunk. Next year, if you’re going to be at GenCon and want to hang, let me know and we’ll do a better job of arranging things.
Honestly, getting to sit down and debate theory with the likes of Zzarchov Kowolski and Jacob Hurst, discuss the ins-and-outs of the industry with folks who have less sexy but vital jobs that keep the wheels rolling, and just laugh and “OMG have you seen this?!?” with fellow geeks is one of the very coolest things about GenCon. But the coolest is almost certainly the Exhibition Hall. Even though I think a third of the things I saw were “kickstarting in the next four months,” (or maybe even because of it), the things to see and touch and play, and the excitement of everyone around you (shining through the “haven’t slept in two days” exhaustion in some cases), is amazingly inspirational.
The LotFP GenCon exclusives didn’t quite sell out, so there are some copies over at Noble Knight Games. I’m pretty sure the inclusion of She Bleeds, etc. is an oops and they only have the first four available. No idea what the quantities are, so if you want ‘em, best to snatch ‘em up now!
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