Compromise and Conceit


No Place for the Warm-hearted

This is the plan for a campaign setting in one of the earlier eras of my Compromise and Conceit campaign setting, to be run in English using Warhammer Fantasy Role-play 3. This campaign will be set in Svalbard in summer 1635, early in the period of time in which Europe began to rediscover magic, through infernalism. I discussed some reasons for the Svalbard setting some time ago, and I’ve recently done a little research that suggests setting it in the 17th century gives me an opportunity to combine political intrigue, pirates and polar exploration. It also gives a chance to test a campaign setting where the environment is itself an adversary for the PCs, and to explore some more of the political and infernal concepts of the Compromise and Conceit setting. The last adventure enabled my players to explore the complex and violent politics of the French and Indian war, and ultimately to change the course of American history. Maybe this time we can explore the possibilities inherent in Scandinavia.

Svalbard in 1635: Political Context

This era is the beginning of a long period of infernal exploration, and the near end of the Age of Discovery, which was still playing out in Northern Europe and the Arctic. Svalbard had only been discovered 40 years previously, and was not yet controlled by any single power. Instead, companies from different nations – primarily England, Denmark, France and Holland – would come to Svalbard in the summer for whaling and seal hunting, establishing camp in bases along primarily national lines and hunting furiously during the limited months of sunlight. The nation states that backed these companies had limited authority out in the wilderness of Svalbard, and the whaling companies would come into often violent conflict with each other – even with companies from the same nation. These whaling companies were essentially freebooters, pirates with a semi-official backing from their home nation, and they would use quite vicious methods to ensure access to the lucrative whaling zones of what was then known as Spitsbergen. Political and mercantile tensions from Europe would be played out in these freezing waters.

The main nation with a solid, long-term interest, however, was Denmark: at this time Denmark, Norway and Sweden had united under the Kalmar Union and had also absorbed Iceland, which had accepted Lutheranism 80 years earlier after the beheading of its last Catholic Priest. By adding Spitsbergen to its crown Denmark would control all the islands of the Arctic, and access to the fabled Northwest Passage. It would also be able to exert control over lucrative whaling regions, and all the fisheries and any natural resources of those islands. During the middle part of the 17th century the Danish crown turned its attention on consolidating complete power over the union of Scandinavian nations, and although unable to back its claims of sovereignty over Svalbard with military force, was undoubtedly up to mischief on the island. With the rediscovery of magic in Europe, the Lutheran church also found itself facing a resurgence of interest in Odinism and paganism, and so the church as well needed to extend its powers across the distant archipelago.

Svalbard itself is a harsh environment for piracy or adventure, and in fact until 1634 no one had ever wintered on the Island. The Little Ice Age was well underway, and this meant sea ice in the Northern and Eastern edge of Svalbard for 9-10 months of the year, and freezing temperatures all year round. The North Eastern side of the archipelago was yet unexplored, and even traversing the main Island (Spitsbergen) was a formidable challenge for 17th century explorers. Against this political and environmental backdrop the Danish were attempting to establish a permanent presence on the Island sufficient to guarantee a long-term hold over the arctic, and its lucrative whale oil trade. At this time the full promise of Infernalism and the materials and technologies it would make available to Europe had not yet been revealed, and resources like whale oil were of great importance.

Svalbard in 1635: Infernal Context

With Shakespeare only recently dead and Marlowe long in his grave, the groundwork had been laid for the expansion of infernalism across Europe. Marlowe’s objections to the use of Demonology to bolster the power of King and God had been washed away in blood under suspicious circumstances 40 years earlier, giving Shakespeare 20 years to preach the gospel of Infernalism. His lessons had taken hold but the full benefits – magical and technological – that would flow from Infernalism, as well as its future challenges, were not yet known, and a diverse array of magical schools and colleges flourished throughout Europe. Their understanding of magic was fragmented and their power limited, Descartes had not yet written his Meditations or Principles, and the systematization of magic – as well as its restriction to a handful of schools – was not to come until the end of the century, under Newton, Liebnitz and the years after the Glorious Revolution in England. For the period from Shakespeare’s death until the English civil war magic remained a kind of cottage industry, and its practitioners a diverse and unruly bunch.

Settlements on Svalbard

There are five main locations on Svalbard, numbered in the map above:

  1. Smeerenburg (“Blubber Town”): The Dutch settle at Smeerenburg in the summer, and hunt whales from here. Their activity was so frenzied and the sights the settlement offered so disgusting that the town was given the name “blubber-town” by those who work there. The Danes were driven out of Smeerenburg a few years earlier, and now only a few Danish traders visit during the period of activity.
  2. Danskoya (Ny-Alesund): The combined settlement of Danish and Dutch whalers forms the de facto political base for these two nations, as well as a resupply base for Smeerenburg, which is further north, and the official point of communication with the English and French whalers to the South. This town is equally frenzied in its pursuit of whale meat, but also contains some non-whaling related commercial activities, primarily hunting and trapping. It is also the first area of Svalbard to be turned into a permanent settlement. Just South of Danskoya is a small French settlement, called Refuge Francaise, and largely dependent upon Danskoya for protection and resupply.
  3. The Silent Tower: A group of Norwegian monks have set up a small monastery here, in the ruins of an ancient stone tower that no one seems able to account for. The tower provides excellent protection from the elements and seems to have a permanent supply of fresh water, and the monks are able to winter in the tower. They have been doing so for at least the last 10 years, and no one really knows anything about them: they have taken a vow of silence, and most people assume that they see the long months of winter darkness as an opportunity for contemplation undistracted from the concerns of the mortal world.
  4. Ice Fjord: This is the main base of the London Whaling Company, and also the unofficial English government outpost, the Ice Fjord base has the best weather conditions in summer and is also blessed with the permanent monastery on its Northern side. The London company wrested this base by force from the Danes a few years earlier, and although Danish boats may now dock here and some traders come and go, there is a tacit agreement that they will engage in no whaling South of Prins Karls Forland, giving the British free reign of the whole South western half of Spitsbergen. This doesn’t mean they don’t come into conflict, of course.
  5. Bell Sound: The base of the English Muscovy company, famous for having opened up trade with the Russians a few years earlier, but also for having lost a major sea battle with the London company a few years ago and having been driven into Bell Sound, a much less profitable whaling location than Ice Fjord. The two companies regularly come into conflict. There are rumours that the Muscovy company has begun to focus on overland exploration, and may also be prospecting inland of its camp, but of course no one knows anything about the commercial activities of this company

Aside from a few small survival huts set up in between the main outposts, these are the only established settlements on the island. Until 1635 the island was completely silent and dark in winter, save for the Silent Tower; it becomes a hive of frenzied activity in summer, focused on the mass slaughter of the whales that throng to the island. Against this backdrop various tales of murder, piracy, industrial espionage, sabotage and theft will be played out every summer. Anyone who survives the summer will leave the island rich with whale oil, but the death rate, like the stakes, is high.

The First Adventure

In 1634 the Danish wintered for the first time in their temporary settlement at Danskoya. The first winter squad consisted of only seven men, well supplied and dug into a deep and well-built shack. When the first Danish explorers arrived in spring 1635 the hut was empty, the men all gone, and some signs of a struggle could be seen. The Danish are concerned that one of the other companies on the island also over-wintered there, and launched a daring mid-winter raid to kill the Danish crew. If so, this has alarming implications both for what the other companies are willing to do and for their winter-survival technology. The Danish whaling company needs to send a squad of adventurers to Spitsbergen to investigate who did it and how. Once they know this they are to kill the people responsible. They will travel there under the guise of guards for a Danish royal expedition, which aims to draw maps of the whole archipelago over the next few summers. This expedition will spend the first summer traveling up the west coast conducting initial soundings and exploration, and so the PCs will be able to visit every settlement over the course of a few weeks, giving them a good sense of who is where and what they are doing. With the cartographer as cover, they can then visit any settlement they need to for further investigations.

Simple, surely?

This post continues my thoughts on ideas and inspirations from Iceland. It’s another post about both the social and political structure of a norse campaign, and about insights into how medieval worlds functioned. Again, it’s based largely on what I saw, was told by guides, and read during my stay in Iceland, with maybe a little influence from Bernard Cornwell’s Warlord Chronicles.

Slavery

The early Icelanders kept slaves. Slaves in Icelandic society don’t seem to have been the storybook slaves of legend, kept in pens and treated like animals – rather, they appear to be a particularly low and over-worked form of indentured servant. They seemed to be able to escape, sometimes they would be freed, and I get the impression they could also be accorded honour (though I have no concrete proof of this). This random site describes the class structure of norse society and the types of abuse (and freedom) that slaves experienced, and suggests that slaves could own property and save money to free themselves.

Like all GMs I tend to have rules about what I will and won’t allow my players to do, and in general keeping slaves has been one of the things that I have avoided. I know this is ridiculous – my players do a lot of slaughter, and occasional human sacrifice and more than their fair share of demonology -but it’s just one of those things, and I think every GM has them.  So I’m guessing that if I ran a norse campaign I’d probably be omitting the slavery part from it. I guess also that if I did allow it I would probably require the PCs to be “good” slave-keepers, which doesn’t seem impossible given the accounts but isn’t really much of a step up. Of course slavery also opens up alternative adventure ideas – the PCs could start off as escaped slaves or slaves who had bought their freedom, and of course slavery would be an interesting alternative to the TPK – but in general I would be avoiding it. Norse society in the 12th century was nasty enough without introducing this as well! Also, slavery was an abomination of the early part of Icelandic history – the norse world banned slavery between the 12th and 13th centuries, i.e. a good 4 centuries before the UK did, and half a millenium ahead of the US. So it’s pretty easy to choose a setting where slavery is optional.

The Cultural Sophistication of the Medieval World

We moderns are used to thinking of the medieval world as unsophisticated and brutal because of their lack of scientific knowledge, and it’s true that their lives were nasty and brutish and their ideas silly, but the ideas they lived by take on a very different meaning if the fantastical and magical backing for those ideas were real. This has been a central theme of my Compromise and Conceit campaign, which is an attempt to imagine how the post-enlightenment world would look if all of the religious ideas its people subscribed to were true, and backed up by real temporal power (i.e. magic). The same can be done in any other setting, of course, and when you play this game suddenly the medieval world is no longer unsophisticated and backward, just very very different. It’s a fun game to play.

For example, the Vikings had particular beliefs about the origins of the Northern Lights. One of these, that the Northern Lights were caused by stored light in glaciers being emitted into the atmosphere at night, opens the possibility of a mad wizard’s adventure to collect the light for some crazed ritual, and of course in our magical world this could really happen. Or the PCs could reach the point of the light, and discover that the Northern Lights really do come from light reflected from the armour of warrior’s souls as they travel to Valhalla – the PCs discover a pathway to Valhalla at the “foot” of the Northern Lights and thus an extra-dimensional campaign commences.

The same kind of backwards sophistication is true for much of the rest of medieval thought, much of which was the topic of frenzied debate at the time. The PCs can even get caught up in these debates, as they are employed by scientists to explore the kingdom beneath the earth, or taken on a trip to Japan to find Jesus. Umberto Eco’s Baudolino gives some amusing examples of the crazy stuff medievals believed (and his Island of the Day Before gives some funny examples of what might happen if enlightenment-era science were taken seriously). Many of these ideas are also quite fluid, so potentially by taking sides in a debate the PCs may get their chance to shape the structure of the world. Obviously in a norse world a lot of these ideas will be tied up with Valhalla and Viking cosmology – why not explore it and see what kind of world you can create if these ideas are true?

War is Costly

The Icelanders set up their parliament, the althing, in 980 AD, and one of the key reasons they did this was that they could not afford to continue waging wars over petty slights and land disputes. War in the dark ages was a costly business, and in the absence of modern medical and agricultural technology, the Icelanders simply didn’t have the ability to maintain civil society and keep fighting wars. Bernard Cornwell’s Warlord Chronicles makes this problem very clear, as each Autumn all wars cease so that soldiers can take in the harvest. Society at this time was a single failed harvest away from chaos, and any society that failed to produce enough food had no choice but to invade its neighbours and steal theirs. In the precarious conditions of Iceland on the raggedy edge, everyone saw that this was going to be a disaster. And so the althing was formed. It seems like a lot of medieval kingdoms were more than happy to wage war at will, but I guess this is largely because the ruling class were so divorced from those who did most of the fighting (the levied ranks of ordinary soldiers) and those who paid for it (their peasants). In free 980 AD Iceland this wasn’t the case – chieftains didn’t have peasants to fall back on, and had to get some form of consent to pay for war, so I guess they had to find ways to avoid fighting.

A lot of political entities in gaming are actually too sophisticated for their putative time – democratic or oligarchical city-states in an otherwise medieval setting, for example, or even societies coming close to constitutional democracy, which is really a post-enlightenment phenomenon – and it’s hard to imagine those types of state being able to venture willy-nilly into costly wars against the backward communities around them. Where such states exist – or where hard-scrabble societies live on the fringe of e.g. Orc-controlled territory – it’s likely that there will be a lot of espionage work for PCs that is primarily aimed at preventing wars. While in our fantastic worlds we tend to find that the main method for avoiding war with Orcs is genocide, the more likely real world compromise would be tribute, and it could well be that the PCs would be paid to either organize, guard or renegotiate tributes. In a norse world that takes slaves, tribute could be an unpleasant business as well, with unwanted slaves being sent to the Orc lair along with trade goods. PCs could also be charged with all sorts of black ops to prevent, avoid or delay wars, or to guarantee their victory through economic sabotage.

Taking into account the real cost of political error in the dark ages when planning campaigns means, I suspect, that there would be a lot of careful skullduggery being thrust upon the PCs, and some very nasty espionage jobs. When war does come to a kingdom the PCs may find themselves in a land plunged into near total chaos as food shortages, disease and social breakdown spread. If they gain their own strongholds they may even find themselves going to great lengths to pacify their neighbours, and doing very unsavoury things to avoid conflict. Forcing players to these kinds of unwanted compromises can be a truly pleasurable experience for a GM with a sadistic streak, and if you set just a few real world constraints on the political and economic climate the PCs operate in, you may find them becoming very creative in their endeavours to control their neighbours and enemies…

Religions can Coexist

For much of Icelandic history it appears that christianity and paganism have co-existed, with christianity gaining the upper hand by simultaneously co-opting pagan ceremonies and ignoring minor pagan rituals. This situation also obtains in Japan, where Buddhism and Shintoism get along very nicely side by side. In a magical norse campaign, this means that Druids and Clerics (both Christian and Odinic) can coexist, maybe even sharing worship space, spells and political goals. Alternatively you can envisage a society where they coexist in the minds of the people but fight viciously for political supremacy at the level of the clergy. This makes for some very interesting political crises to thrust the characters into the middle of, and introduces a kind of industrial espionage-style adventuring, where the PCs are paid to undermine the religious rituals and powers of an enemy church. Ultimately, of course, one church might want to destroy the Gods of the other – a nice high level goal for any PC! In an alternative-history Iceland this opens up the possibility of completely changing Iceland’s future direction (christian fascist? Pagan dictatorship? Roman-style pagan democracy?) I’m going to be exploring this in my Svalbard campaign once I can get it running, and for me the role of religion in determining politics in such societies is very interesting – especially since their real magical powers means that people will listen to them in a way they never would in the real world. We know that the christian church was very active in politics throughout Europe, and it’s very interesting to imagine how that involvement would have turned out if their beliefs were true, and backed up by real magical powers.

Conclusion

GMs can make a great deal of headway in campaign planning with very little real background work by choosing a historical point in a well-understood culture, backing up the religious ideas and fanciful scientific notions of the time with real magic, and then choosing a crisis point to dump the PCs into the middle of. The results can be history-changing, which is satisfying for everyone and sets up further adventures in the future. It’s also easy to do both geographical and political sandboxing – you know what major events are coming up, and can fit the players into a narrative that they have every opportunity to change. Incorporating some of the constraints and social problems of the real world can force creative (and often challenging) decision-making, but magic prevents the players from being completely constrained by these forces. The results can be a very interesting and exciting campaign world, with minimal GM effort. With the background ideas I’ve written here, a map of Iceland and a few pages of background material, I think a GM could easily come up with a fruitful and challenging campaign.

 

You must gather your party before venturing forth ...

I gained a great deal of inspiration for role-playing from my trip to Iceland, and I hope that much of what I saw and experienced there will inform a Compromise and Conceit campaign run in Svalbard. Much of the inspiration gained from my trip to Iceland will come simply from amazement at the stark beauty of the landscape (useful background information for an Australian planning to set a campaign in the far north) and from an appreciation of the general coolness of the Nordic universe[1]. But there were also some particular ideas, and some specific information, that I gleaned from this trip, which I think is useful for grounding a campaign in particular historical periods. Some of what I learnt is very general, some specific to Iceland, some generalizable (perhaps) to a Norse-specific campaign. I was simultaneously reading Bernard Cornwell’s Warlord Chronicles, so I can’t guarantee it hasn’t been coloured by his very specific view of how pre-medieval pagan societies worked, but I hope that at least some of what I found in Iceland has currency beyond my own campaign ideas. So here it is, in no particular order. A lot of these ideas serve to establish a campaign in which the majority of the community is living in poverty and pretty low settings; this may not be to everyone’s tastes, and so some of what’s suggested here may not be worth adopting (and it may be exaggerating the state of life in 12th century Iceland, which I’ll use as my focus for a campaign setting).

Travel and the Weather as Adversary

Until the 19th century Iceland had no proper roads, and to travel from one part of the country to another required trudging over essentially wilderness on tracks beaten out by other travellers. In winter this meant passing over snowy ground, and the path was not kept clear. Instead it was marked by little cairns of stones every couple of hundred metres, and travellers simply moved from cairn to cairn. Traveling a modern road in a comfortable bus on a perfect Autumn day it was easy to forget what this means for your average 12th century traveler, but our guide told us that in winter or fog the weather could be so bad that, even quite close to Reykjavik, travelers could easily lose sight of the next cairn, and become lost on the moors easily. Getting lost in a winter storm in Iceland would be a death sentence for all but the very lucky, and the natural consequence of this is that one would not travel in winter. This has huge ramifications for much of human society – trade, war, adventuring and life in general would grind to a halt, and the whole world would be waiting with baited breath for spring. In turn this places huge stress on festivals that mark the thresholds of seasons and changes, because they also represent the return of life, motion, and human congress.

I remember speaking with an Afghan doctor about his research project when I was teaching statistics a few years ago. His interest was in reducing maternal mortality (a huge problem in Afghanistan, and intricately related to infant mortality), and he told me about a very simple problem that does not exist in modern Nordic countries. In winter in many parts of Afghanistan the heavy snows block passes and roads and prevent all forms of travel. This means that if you’re giving birth in winter, you get no support of any kind beyond that which is available from your immediate neighbours. Given the single best protection against maternal mortality is access to medical care (or, in a fantasy world, clerics) when complications occur, this basic lack of infrastructure (cleared roads) that we in the west take for granted presents a huge barrier for Afghan women’s health. The same would apply in any rural town in 12th century Iceland, but even worse – food and other vital supplies would also be frozen in, making preparation for the winter of crucial importance. One need look no further than this to understand why brutal strongmen were capable of popular rule in such societies: no one cares that they demand a virgin a year, if they guarantee security for your winter preparations. To return to Afghanistan, an interesting article in today’s Guardian suggests westerners have misunderstood Afghan support for the Taliban for these kinds of reasons:

Most ordinary people associate the [national] government with practices and behaviours they dislike: the inability to provide security, dependence on foreign military, eradication of a basic livelihood crop (poppy), and as having a history of partisanship (the perceived preferential treatment of Northerners).

and they credited the “good Taliban” with not doing these things, as well as the ability to provide justice swiftly and fairly. In dark ages societies this was no doubt a very easy way to be liked: guarantee your subjects security to prepare for winter, and you can take what you want from them (within reason) in spring.

Food

Hang it, smoke it, mash it, and wash it down with ammonia

This brings us to the topic of Icelandic food, which is an interesting mix of the delicious and the horrific and, in some ways, still recalls the food culture of old. Iceland still relies on imports for most of the things we take for granted, and until the 1930s couldn’t grow most vegetables or fruits locally, so a lot of the old-fashioned foods still persist. The worst examples of these are thoramatur, a disgusting series of foods that obviously derive from a period of history when food was less reliable than it is now, nothing could be wasted, and much had to be cured or preserved using gross or stinky methods[2]. More generally, the food that Icelanders ate 100 years ago was very limited in its variety, very simple, and indicates a very limited palate. I have found in GMing that food can be used to add elements of vivid realism to a campaign setting, and can serve as an indicator of e.g. hostility, poverty, welcome, and the importance ascribed to meetings or deals[3], and food in an Iceland-style setting could be easily used to establish that sense of living-on-the-edge that a medieval Icelandic setting should have. Consider the examples in the picture above, which I ate at the Loki Cafe near the main church in Reykjavik. From top right, going clockwise, we have smoked trout, smoked lamb, mashed fish, in the middle we have wind-dried cod with butter, and at the rear (thankfully hidden from view), rotten shark. For Icelanders over a certain age, these last two are a delicacy. I have to say the wind-dried cod is palatable compared to your average Japanese dried smelt (though I didn’t try it with beer – Japanese dried fish tastes fishy before you have a beer, and then it literally explodes with a new dimension of fishiness once you take your first sip). The dried shark, hakarl, tastes very strongly of ammonia – it goes up your nose like horseradish or mustard, only it’s ammonia. Why anyone would eat this I don’t know, but I guess historically this served a very useful purpose. Your village catches a 5m long Greenland shark, which would provide enough meat for your whole town for a week, but it’s poisonous, so you have to rot it to get rid of the poison. You lay it down in Autumn, stick it in barrels before the snow comes, and by mid-winter you have a week’s supply of meat when everything else has run out. Imagine sitting in your wind-blasted, freezing 12th century hut, with 3-5 hours of sunlight a day, down to your last few kilos of smoked lamb, drinking nothing but intensely strong rye spirits (because beer doesn’t exist), eating stale rye bread, and knowing that in a week you’ll be down to nothing but the rotten shark. That, my friends, is living on the raggedy edge. I don’t know if Iceland was that poor in the 12th century (they also had trade items that may have made them very rich) but I’m guessing that away from the centres of cultural life things could go this way in lean times – and remember that the little ice age struck Iceland at that time too. By varying the food culture as your PCs travel across the frozen land, you can easily give them a sense of increasing poverty and/or desperation, as well as a sense of realism.

Women’s roles and Inequality

Not a nice way to end an affair

Iceland prides itself on its feminism and its advances in women’s status, and there is some evidence that women had some form of equal voting rights to men (at least at a local level) before they did in the rest of Europe, enacted through the peculiar system of Iceland’s local parliament and its local voting system. Early rules in the settlement era (from 980 AD onward) suggest that women were allowed to own land (as much as they could walk a heifer around in a day!) and be the head of a household. During the reign of the Danish monarchy it’s likely that a lot of these rights were ignored or stripped away, but in general it seems like Iceland had a (relatively) progressive outlook on women’s rights from an early era. My guidebook suggests this may have had a lot to do with the precarious environment – not many Icelanders would have had much leeway to keep women sequestered in the farmhouse in this period, and the right to work is a huge driver of women’s equality. More generally, this tells us something about women’s equality in medieval societies in general, and how it is a much more nuanced and complex issue than modern lay interpreters of medieval history generally believe. Modern views of women’s rights in history seem to generally be that women had none, had few leadership chances (either covert or open) and were victims of an intensely patriarchal society. I don’t think it’s that simple, and my general guess is that women’s equality was actually at times and places quite advanced amongst the peasantry, and quite restricted amongst the nobility; conversely, the poverty of the lower classes worked against women’s health and welfare much more harshly than it did men. For example, most modern images of marriage in the medieval era see it as a restrictive bond on women, but in fact before the Victorian era in the UK (for example) marriage was a pretty haphazard institution, not particularly well adhered to amongst the lower classes and implemented in very different ways at a local level. Thomas Hardy’s description of a registry office in Jude the Obscure gives a nice insight into the way the lower classes may have looked on marriage at that time. Meanwhile, of course, high-class women in the medieval era were definitely used as pawns in political games, but this may not have been a general problem for other women. One common feminist critique of Victorian and Regency literature is that it was propaganda for a new form of marriage that took an absolute and regressive view of women’s bondage to men within the marriage compact[4]. As another example, two of Britain’s most vigorous, most expansionist and most culturally active and successful periods were under the reign of powerful and well-respected female leaders (Elizabeth and Victoria), and I think it would be hard to say that they were figureheads.

So while the popular fantasy of medieval countries may be of women oppressed and powerless, the reality is likely much more nuanced. Obviously in our fantasy worlds female warriors, thieves and wizards are a dime a dozen and this is completely ahistorical and something most of us aren’t going to ditch from our campaigns, but it’s not necessarily ahistorical to have these women supported by a culture in which women’s rights may be contested, diverse, and at times quite liberal. Women farmers, spokespeople, politicians and criminal masterminds are not outside the realms of possibility in the real world, so it’s perfectly possible to extend that further in the fantastical world without stretching the truth overmuch; and it’s perfectly possible to smooth out the worst historical abuses of women in the interests of having a campaign world that isn’t completely detestable, without making the political and cultural landscape unrecognizable.

Which isn’t to say that women’s life in Iceland was easy. The picture above is of the “drowning pool” at the historical parliament, where women were drowned for “sexual crimes” and infanticide. Men were burnt at the stake or hanged for the same crimes.

Inclusion and Consensus

Having shown that rather disturbing picture, it’s worth noting that very few people were executed in Iceland during the era of drowning pools and burnings; although empowered to use capital punishment, Icelanders generally considered this punishment abhorrent, and opted instead for blood money or outlawry as an alternative. The worst punishment in Iceland was considered to be outlawry, in which a criminal was driven out of society. In fact, this is how Greenland was settled. This points to a society which considered exclusion to be a terrible fate, and I think there is a very simple reason for this: in a place like Iceland, being driven out of the polity is a death sentence, because of the need to work together to survive the harsh climate. In other places (especially, e.g. large parts of Asia and Europe) it would be very easy to make one’s life anew if cast out of one’s local society, because the land was bountiful enough to live off of without much support. Not so in Iceland. I think the same thing applied historically in Australia, and the result is a political and cultural system based on consensus rather than conflict. It was for this reason that the althing (the parliament) was established, and it drives a certain type of politics. The flipside of consensus cultural models is that there is an extremely strong pressure not to deviate from cultural norms: witness the restricted range of roles available to men in Australia, and its historical disapproval of homosexuality, as an example. Most British will tell you they find Australian men alarmingly macho, and this is because British men have a more diverse range of roles and available characters. There’s more space for cultural play in a society which doesn’t value consensus so highly. This type of politics will go to huge lengths not to exclude people, and will respond warmly to a cultural group once they are granted the status of “included” (see, e.g. Australia’s rapidly changing views of Aborigines since the 1960s). The downside is that once you’re out, you’re really out. You don’t get to live in a contested space like, say, the Travellers or asylum seekers in Britain – you’re gone. In historical Iceland you were also, literally, gone – you sailed over the seas and that was that.

In gaming terms a consensus society probably doesn’t figure highly until it comes time to resolve conflicts between powerful groups. Then, the players will need to find subtle ways to deal with their political opponents, and may need to come to terms with the fact that they can’t kill them but have to settle for subversion, or even maintaining their enemy’s public facade while removing the source of their power. In my experience this type of adventuring – political intrigues, problems that can’t be resolved with a blaster – is harder to do and very hard to do well. But many players like games of subtle intrigue where covert action is essential, and it certainly enables the GM to keep his favorite bad guys alive and causing trouble for longer. Even though Iceland comes from a Viking heritage, it doesn’t necessarily present the kind of climate where you can just bash your enemy until he hands over his potions – unlike a lot of classic fantasy adventuring worlds. Such a world probably also means that the PCs will be accepted even by communities that might side with their enemies, but once they cross the rubicon they are doomed – no one will take them in even if threatened, and even if not on the run from the law they will face a miserable existence. Can they turn this on their enemies? And how does it change play to be aware of these rules?

I think it’s for these kinds of reasons that the Icelanders came to a parliament so early, and in the next post on this topic I’ll try to talk about the costs of war, variants of slavery, and the cultural sophistication of the early medieval period.

fn1: I guess it’s hard for Europeans to grasp, but for Australians a place like Norway or Denmark is exotic; for Japanese, the UK is exotic. So while Europeans might look at Norway and think, “meh, Vikings” and consider Australia a foreign and alien landscape, for me everything Nordic is new and exciting.

fn2: It’s worth noting that the Wikipedia entry on the mid-winter foods and festival of Iceland makes it clear the festival was revived (or created!) in the 50s, and that although it was based on historical foods these foods weren’t necessarily staples of the diet. This is a really cool and interesting example of invented culture, but I’m guessing that the foods used served the role I ascribe to them here, as mid-winter survival foods – just like sausages and smoked meats elsewhere in Europe, or that weird and disgusting rotten fish in Sweden.

fn3: I think I should elaborate on this in future

fn4: I don’t claim to agree with this view, or to know much of anything about it

To the Island of Madness...

Summer is nearly here, and I’ve been longing for that great mass of super-heated air to roll in off the Pacific and turn this whole island into a sauna, because since April I’ve had few chances to blog, role-play or really do anything except work, work work. I’ve been teaching to what the Japanese would call a “hard schedule” and finding it hard to keep work out of my private life, so blogging, role-playing and in fact pretty much everything else have fallen by the wayside. This Thursday my students sit their stats exam, and I get to cast off the restraints of my course and (hopefully) get my weekends back, which means – after 3 months in Tokyo – that I can finally start role-playing. This time around I’m going to give the Japanese-language gaming a miss (it’s hard work and I don’t have the time!) but I’m thinking of two campaigns that I really want to run:

For the latter, I think I might set it up as a semi-sandbox, with all the adventure ideas I wrote about in the post on Svalbard, plus a fair number of open possibilities. I’ve never done a Compromise and Conceit sandbox, but in my experience small islands are perfect for it. I will use Warhammer 3 (unadjusted) for Svalbard, because I think that Warhammer 3 is quite suited to the Compromise and Conceit world. It has dark gods, madness, chaos, and character classes quite suited to the setting. I may need to make some small changes but I reckon I can just fit it all together without much trouble.  Make You Kingdom will be easy because the rules are simple and it’s quite easy to read (comparatively speaking!) so I think I will start on that first (once I have a group!) I’m going to start translating bits over the next few weeks, and will put some up here (I hope).

I’m going to London in September for a course, so I hope to meet the previous group who played Compromise and Conceit with me (except Paul, who buggered off to Oz) and run a one-shot Make You Kingdom session with them… laughs! So practice in Japan would be good. But first I need to reduce my workload, and in the meantime I have to return to Beppu for a week to collect my stupid cat, which probably means not much posting for at least another two weeks. But it will be nice to be able to return to the RPG world after a 5 month break.

I don’t know if this happens to other people, but I find that I go through phases with RPGs. I spend a long time on an intense project, then kind of take a break after it finishes/ everyone goes overseas[1]. For the first few months of the break I don’t miss it; I find myself wondering “will I decide this time never to go back to it; to put up these childish things?” but then after a few months more I just naturally gravitate back to it, with new ideas and focus, and another round of crazy satanism begins. And so I find it happening again. For 3 months of my new Tokyo life I didn’t miss it, but now that things are settled and the craziness is about to subside, I’m itching to throw a polar bear at a priest.

What can you do, but go with your natural desires?

fn1: When I was younger, this would commonly happen in my friendship groups in Australia.

Definitely a Celtic fan...

From amongst the classical typology, of course. In life Jesus was clearly a powerful cleric, capable at the very least of Create Food and Water, Dismissal, and Water Walk, as well as the various Cure and Remove Curse spells. We see no evidence of his having used the reverse forms of these spells – except perhaps in throwing the money lenders from the temple, which may have been simply mundane combat – but he must clearly have been an evil cleric, because he came back from the dead under his own magical powers, and the various guidebooks make it clear that this is something only ever done by evil clerics. He also appears to have come back in a form possessed of its previous memories and with a strong will, which rules out the possibility that he was just a restless spirit (reasonable to wonder, given the nature of his death). At the very least he was possessed of a vengeful will, but more likely he planned his return from the dead in some way.

So considering this, he must have been either a Wight, Vampire or Lich. But I’m pretty confident from the descriptions of his actions after his reanimation that he ventured out during the day, which rules out Vampirism. I’m not clear on whether Wights have a problem with sunlight, and the only extant description of a Wight – from Tolkien’s work, which addresses a time that I think predates christianity – isn’t clear on the matter as far as I can remember. But anyway, Wights don’t usually retain magical powers, and also we have no evidence that Undead Jesus could do level drains, and he did seem to at least retain possession of the Geas spell[1]. So, I’m thinking he must have been a lich.

This is bad news for the world, but it does explain how christendom spread so quickly after his reanimation. It might also explain some of the subsequent troubles between Islam, Judaism and Christianity. Clearly the elder figures of Judaism in that time were wizards of various kinds, and probably wanted rid of this troublesome lich; while I don’t think it’s a stretch to presume that Islam’s founder was some form of Arabian paladin (as well as a social reformer), so he would also have had problems with liches. Though his disputes with the elder figures of Judaism suggests he may have had a problem with magic-users too, so maybe he was a form of Barbarian[2].

So perhaps the great historical movements of the early christian era need to be viewed in terms of questing adventurers in classic classes, rather than this silly stuff about social-cultural movements etc. You heard it here first.

Now, the obvious result of this lich operating behind the veil of chrstianity is his influence on the popes. As time passed he would surely have crumbled to demi-lich status, and been interred somewhere in the vatican, from where he would control the various popes in a vice-like grip. Maybe even Avignon’s anti-pope represented a genuine clerical reaction against him? The problem of course with killing a lich is to find its phylactery, which I think many would construe as being the Turin shroud; but we’ve seen this is a fake, so what else could it be? My suspicion is that Jesus is a cunning old lich, and has disguised his phylactery in the form of the piss-christ. He knows that the greatest enemies of christendom are the liberal-arts media, so of course he has disguised his phylactery in a form that they will defend to the death.

Truly, 2000 year old Undead minds are devious.

Note that this theory isn’t without its detractors. Some experts believe that the Pope is a devil, possibly even Satan himself, exerting his will on earth through the powerful focal point of Scottish soccer. Despite the obvious improvements that the campaign against the Pope’s influence have brought to the Scottish game, I don’t think there is any evidence to support claims that Jesus, the Pope or any of the other elders of any of the main churches of Europe or the Middle East are Infernal Outsiders. Though I grant you the possibility that Tony Blair is.

In any case, the best solution is clearly to take off and nuke the entire site (the Vatican, and Scotland) from orbit. It’s the only way to be sure…

fn1: Or is it Quest? I always confuse which one is a clerical spell. But maybe Jesus was a cleric/magic-user. He seems to have had access to a lot of enchantment-type magic that is more traditionally seen amongst wizards…

fn2: I think the Barbarian character class is an interestingly misnamed one, because the word in western history implies a savage or wilderness-oriented figure, but the character class actually allows a much broader range of characters than this. For example, the bedouin or the tribesmen of Afghanistan during the era of the crusades could probably be construed as “barbarians” under the character class system, but I think they actually had quite a sophisticated written culture, and at least in Afghanistan they had cities, armies, orchards, etc. … see Flashman for descriptions of the palaces and cultural practices of Afghanistan in, e.g. the 19th century for an example of “enlightened” “barbarians”.

The advent of Infernal materials, lighter and stronger than even the most advanced enlightenment metals, and Infernal magic capable of levitation and propulsion, opened the skies to humans for the first time. From the first experiments in balloons, to the massive and stately airships, and on to more advanced military technology, by the end of the Victorian era the peoples of Europe had developed a wide variety of airborne conveyances. This post provides examples of some of those more suited to adventurers. Most of these were developed after the period of the Compromise and Conceit campaign chronicled in this blog, being technology of the mid- to late-Victorian era.

The Cupola

One could hang a large insect from this...

The Cupola is a small and effective military observation and guard post developed and used extensively in the Crimean war. They are used heavily by the military as spying, forward-observing and aerial attack bases, and are generally designed to be invulnerable to small arms fire from below.  This flying machine is invested with powerful but simple magics inside its ponderous shell, which can carry up to 3 adult humans and a reasonable amount of equipment, both levitating and propelling them at a pace roughly equal to a horse’s canter. The cupola can operate for periods of up to 12 hours before needing to stop and rest for an equal period of time, during which it recharges. Most Cupolae also need to be returned to a major recharge point once every 360 – 720 hours, or the maximum duration of their operating periods begins to reduce considerably. Details as to how they are recharged and what their internal power source is are carefully guarded, and although most Cupolae are capable of operating even if large portions of their shell has been obliterated, they are designed to rapidly become inert and often to self-destruct if their operator is killed and they are shot down. Rumours abound that the power mechanism is somehow related to that of the Autonomous Sentinel Cannon, one of the more abhorrent developments of the modern infernal industry, so it is understandable that the secret of its power source is jealously guarded from outsiders.

Cupolae are currently only used in military and a few surveying tasks, and are always magically linked to their pilot, so that stealing them is extremely difficult. The simple magic involved in the Cupola’s flying mechanism prevents it from being scaled up, though occasionally one sees smaller, slightly faster cupolae in mountainous regions.

The Corvette

Treading only lightly on the laws of physics

The Corvette was originally designed as a small hermetically sealed flying vehicle, but has since grown into the most audacious and expensive Victorian project. The corvette is essentially a self-contained flying hull, varying in size from a 5 man reconaissance vessel to a massive troopship. The first vessels were used as transporters and heavy lifters for the initial actions in the Crimean war, and remained quite humble in design and scope. Subsequent developments in materials technology and the growing wealth of the Infernalist nations led to experimentation with the design, and by 1870 these ships had become much larger. They are powered by a combination of levitation magic, flight magic and various conjured creatures, and incorporate all of the various technologies available to the people of the time. The larger ones also incorporate a gas store for lamps, and possibly a steam engine (usually elemental-powered) to maintain atmospheric pressure or to move various objects (such as lifts) inside the ship. Almost nothing in a large Corvette is powered by anything mundane, however, and the vastly complex magic involved in their operation makes Corvettes ridiculously expensive. The English airforce possess only 3 Corvettes of appreciable size, and almost never field them in any but the most desperate situations. Most of the largest trading companies (such as the East India) possess one or two very small Corvettes, and most colonial administrations in the later Victorian era also possessed one or two light corvettes designed exclusively for the purposes of airborne terror. Although corvettes can be licensed for private use their purchase is always at the whim of the Queen, sold on only under extremely restrictive contractual obligations, and all Corvettes have built in self-destruction systems to prevent them being used by the wrong people, or investigated by their private owners.

Despite its possession of a small fleet of Corvettes of varying size, the mainstay of British Imperial power – such as it is – in the Victorian era remains the surface navy, with corvettes used primarily as support craft and advanced strike vehicles. Some scientists have claimed that a much cheaper and more effective airfleet could be built if infernal power were reserved only for propulsion, and more natural means – similar to the wings of birds – were used to obtain lift, but it is clear to all learned folk of the Victorian era that non-magical flight is purely the province of the birds, and cannot be achieved by men without magical aid.

Teleconveyancer Glyphs

One small step for man...

Probably the most expensive way to travel, Teleconveyancer Glyphs immediately transport anyone who steps on them to a distant location without crossing the intervening space. A simple magical glyph, they can be bought from the appropriate magical college at exorbitant cost. The cost of such Glyphs becomes even greater if their buyer intends for them to be reusable – in such a case they must be embedded in a specially designed plinth (usually referred to as a Ghost Step) which contains the energy for the Glyph’s repeated use. This can be a lump in the ground barely bigger than the glyph itself for a rune which teleports its target across the street, to a plinth taking up the entire floor of a church for a glyph which transports someone to Rome (such a glyph is rumoured to exist in Avignon).

Teleconveyancer glyphs are sometimes installed in the airships of the rich and famous, as single-use emergency escape devices, and are also rumoured to be used by certain spies and assassins. The infamous assassins of Araby are said to have their own, more esoteric methods of achieving the same effect, and of course it is known that some practitioners of dark arts can turn any pool of shadow into a teleconveyancer glyph of sorts. The military is rumoured to be developing a kind of rope or cord which behaves like a teleconveyancer glyph for anyone crossing it, and which throws its user a fixed distance forward in space. Some magical colleges are rumoured to be playing with movement through time as well, but such rumours are undoubtedly the mad ravings of heretics.

Nonetheless, the teleconveyancer glyph remains the ultimate escape mechanism, which every evil villain should invest in.

After yesterday’s post on reconfiguring Warhammer 3 for playing high fantasy, I thought about configuring it for Compromise and Conceit, and I realized not much would have to change, because there are many things in the Warhammer milieu that suit my Compromise and Conceit world. The encroaching chaos, the concepts of corruption and the European setting are very familiar to my campaign; and the way magic works in Warhammer 3, where mages can use their powers almost continually and have only a small selection to play with, is also quite familiar. I also didn’t use classes per se in my campaign, instead going on a skill-based system; a good alternative to not using classes is the career structure of Warhammer, with regular changes possible to create a varied and interesting set of characters.

So really, all I would need to do is adopt most of the Warhammer 3 rules, adjust the spell lists to suit the Orders of 18th Century Europe, and import a few new spells. So having thought about this, here are some basic ideas for how to make Warhammer 3 work for Compromise and Conceit.

Basic Rule Adjustments: Character Development

The main change to existing character classes is to change the development rules for stances. All PCs start the game with a single slot of their choice on the stance meter (i.e. one conservative or one reckless). They can only add the others through advancement. Everything else at character creation is the same.

For advancement, I would adjust the advancement rules to allow each character class 7 open career advances, instead of 6. This allows them to buy an extra stance, and in their second career to advance a character’s prime attribute to 7 instead of the current limit of 6. I think this makes for more heroic characters at higher levels, which is quite important for Compromise and Conceit. These are the only rules I can think of for character development.

New Talents, Actions, Magic

Obviously there would be general sets of actions and talents to suit the infernal world. There would also be a new skill, Infernalism, which would be specific to the world, and a set of Summoning/Invoking actions which would match it. These would be limited, and would involve working with Infernal essence or summoning demons. I would make these actions rather than spells, so there is no equivalent to favour or magic points in the world.

Character classes

I don’t know what the list of advanced careers is for Warhammer 3 (I hope to find out soon) but in the meantime I would use all the basic classes, but drop commoner and gambler, and probably rat catcher. The new classes specific to the campaign would be:

  • Infernalist (a manipulator of infernal essences and, later, conjuror of demons)
  • Investigator (particularly important when the campaign is set in the 19th century)
  • Inquisitor (an interrogator for the church, possibly quite similar to an investigator)
  • Clergyman (a non-spell-using priest, I think)
  • Grenadier (a kind of mixture of military engineer and soldier)
  • Engineer (for the non-magical steampunk element)
  • Scientist (for the non-magical steampunk element)

Amongst the advanced classes, I would include:

  • Demonologist (this being essentially stage 2 of an Infernalist’s path)
  • Technomancer (a semi-magical version of an engineer, possibly using infernalism)
  • Assassin
  • Remaker (someone who combines animals and machines, to make the Remade)

I think for some of the basic classes (e.g. nobleman, clergyman) some kind of additional wealth or other benefit would be needed to distinguish them from priests and wizards. Traditionally in my campaigns people choose their PCs, and I would like to keep that option, but no-one would choose a nobleman without a good reason. This means that some of the commoner “best” classes like Wizard and Priest would need to have more limited ranges of skills, or some kind of entry requirements. Alternatively I could relent on this tradition and allow random selection of characters.

Possibly there could be some amusing French character classes: Jacobin and Musketeer spring to mind…

Essentially the game then proceeds as Compromise and Conceit with Warhammer rules. Worth a try, I think!

 

I really like the Warhammer 3 system, though I don’t know if it will work at higher levels, but I’m interested in adjusting it to work in a High Fantasy campaign style, rather than the “grim and perilous world” of Warhammer. To the extent that changes would need to be made, it seems that the main ones would be in character generation and advancement. I’ve been thinking about this a bit recently, and some of my ideas on how such a change might work are described below.

Characterizing High Fantasy

The High Fantasy ideas I’m used to basically seem to consist of the following:

  • PCs start at quite a weak and low-powered level, but progress to extremely high powers
  • Character classes follow quite a long development path, and career transitions are few and far between
  • Career transitions can be quite radical: from fighter to magic user, for example
  • Secondary spell users (like Bard, Paladin, etc.) exist

To incorporate these into Warhammer 3 would require a change in the base classes, and an extension of the duration of a single career (perhaps a doubling) so that a single career in the High Fantasy world is roughly equal to 2 or 3 careers in the Warhammer 3 rules. This would in turn lead to more dependence on Rank as a signifier of power.

Revising careers

I envisage 4 basic careers: Soldier, Initiate, Apprentice Wizard and Rogue. If one wants to include semi-spell users then one would also include the Paladin, Bard and maybe a Fighter/Magic User type (Warlock?).

There would then be a series of advanced careers, that represent improvements on the basic careers: Warrior, Cleric, Wizard, Thief. The additional careers of Ranger, Assassin and Druid could be introduced at this point, and maybe one would want to include Paladin and Bard at this stage rather than the previous stage.

Advancement would be simpler than in Warhammer 3. Any basic career can advance to any other basic career, but for the advanced careers the progression types are limited: Fighters can become Warriors, Rangers or Assassins; Rogues can become Assassins, Thieves or Rangers; Initiates can become Clerics, Rangers or Druids; Apprentice Wizards can become Wizards, Assassins or Rangers. Bards, Paladins and Warlocks(?) could fit into this scheme in the obvious ways.

There could then (perhaps) be a single additional class specific to each basic class: Barbarian for the Warrior, ? for the Cleric, Sorcerer for the Wizard, ? for the Thief.

Class distinction would be primarily through the use of talents, available skills, and maybe some specific action cards. I imagine that pre-requisites would be more complex than in Warhammer 3, and there would be spells for the different classes. Alternatively, semi-spell-users could be set to use lower-level versions of the other classes’ spells (this makes life easier for the designer) and can only be obtained by non-spell-using basic classes. So then we have the following progression rules:

  • Soldier: any other Basic class; Warrior; Paladin; Warlock; Ranger; Barbarian
  • Initiate: Any other basic class; Cleric
  • Apprentice Wizard: Any other basic class; wizard; Sorcerer
  • Rogue: Any other basic class; thief; Assassin; Ranger; Bard

I think I like this scheme since it gives a wider range of options for the initial non-spell-using classes. Alternatively you could put strict conditions on ability scores for the Initiate and Apprentice Wizard, and introduce the Bard or Paladin as more flexible versions of the same with access to weaker magic.

To get the effect of weaker magic, I imagine defining “petty magic” as 0 level, and allowing pure magic using classes to use spells equal to or less than their rank; semi-spell users can use Rank-1. Then, the number of xps required to gain a rank can be adjusted to match the demands of a weak starting point and a powerful ending point. Ranks of spell can also be exponentially more powerful (in this system, rank 4 or 5 would surely be the limit!)

Starting weak and ending strong

To achieve this effect I envisage the system putting stricter limits on the  starting attributes for a PC (maybe a maximum of 5) but weaker limits on how many advances can be expended on attributes, enabling characters to develop to a maximum of 7 or 8 by the end of their second career. This would mean that careers would span twice the XP range, and allow more advances. Typically, I imagine a set of advances for one career being something like:

  • 1 Talent
  • 1 Action
  • 2 Wound Threshold
  • 1 Fortune
  • 1 Skill or specialization
  • 1 Specialization
  • 8-10 Open Career Advances
  • 2 Trait Advances to Maximum Rank 5

So by the time a character has reached the end of this they have spent a maximum of about 25 points (not including non-career advances, which could also be more flexible). The open career advances would be handled the same way as now (on the career card) but would obviously allow more advances, i.e. more skill advances or action cards. I would introduce more scope by reforming the stances a little and giving more flexibility to assign points to them.

Reforming stances

Stances are a powerful effect in the game (though I think the Reckless Stance can be a little bit pointless at times). At low levels I think high fantasy characters shouldn’t have much flexibility to adjust them, so I would suggest changing the stances to give all PCs at first level 1 stance step in one direction (of their choice). They then buy additional stance dice as they proceed. They might even start off neutral-only, and be able to buy 1 stance per career. This prevents them from having lots of stance dice early on and gives monsters a huge advantage. It also means players have more incentive to buy up attributes – with stance dice being limited, increasing attributes is important.

It would also be a good idea, I think, to make some actions – and especially some types of spell – benefit more from specific stances. Pyromancy and necromancy should benefit from reckless stances, as should anything a thief or barbarian does, while Paladins and Conjurors should benefit from conservatism (taking your time about summoning demons is a good idea). Fighters should be able to adopt very different styles by changing stance options, and I like the idea that early decisions a PC makes really limit their future development. So if a PC has bought two steps on a conservative stance, that basically means that becoming a thief is a bad idea.

I also pondered linking stances to alignment (Law/Chaos) and I’m interested in the fact that the original Warhammer rules don’t do this.

Conclusion

I’m still thinking about whether any changes to WFRP 3 would be necessary to make it into a high fantasy game, or whether they’re mainly about play style. But if one did choose to change the game, the image I have is of keeping the same basic resolution system for actions, keeping fatigue/stress and action cooldowns, and changing character advancement so that it reflects the classic D&D-style classes. Along with a bit of tinkering with stances and some adjustments to the pre-requisites for the basic classes, this could be sufficient to make the game into a high fantasy system with an excellent (I think) skill resolution system, and some cool ideas for handling resources. I’ll be looking into this more over the next few months, and possibly also considering ways to convert the system directly to Compromise and Conceit.

 

This is a speculative post, since what I’m suggesting would require a lot of effort and probably be a huge waste of time. My experience so far (in 3 or 4 sessions) of Warhammer 3 suggests that the system is something I really like, and I’m interested in whether it could be converted to use in non-warhammer settings. The rules themselves are very simple and easy to understand; but there are huge elements of it that make it very specific to the setting, but these elements are kind of modular and can probably be used to make the flavour of a new setting quite easily. So I’m wondering if I could convert the system to suit my Compromise and Conceit campaign world (or any other!)

Why I like warhammer 3

There are several aspects of the warhammer 3 system that I really like. The dice and skill resolution system contain a lot of role-playing hooks that enable a GM to very easily create interesting outcomes for actions, including success-with-cost, failure-but-some-minor-benefit, extreme success and failure, and unusual outcomes. The combat system is fast and deadly, and the rules for Actions give non-magic users a lot of options for things to do, as well as applying costs to non-magical manoeuvres. The system for handling fatigue/stress and other side-effects of actions is quite straightforward, and the easy way that cool-down effects are worked into the system is very clever. I also like the method for having continuous access to spells – no 1-a-day magic-users here – but limiting the frequency of use by the simultaneous mechanism of rechargable power points and rechargable actions. None of this would be possible without the simple counter-based tracking systems, of course.

I think all of this is very innovative, and very suitable to the style of game that I like to run, which is roughly like this:

  • combat is realistic and deadly, but handled quickly and simply
  • death spirals make multiple combats risky
  • magic is powerful and almost unlimited, but magic-users don’t have many spells
  • i.e. essentially fighters’ or thieves’ actions, and magic-users spells, are broadly similar in number
  • spell-use and other special actions are limited by a cost
  • skill use applies to non-combat, non-mechanical actions and can be stunted to get benefits from role-playing or good planning
  • partial success is possible in skill use, and simple to manage
  • PCs are slightly more heroic than the average person, and become quite powerful with time, but are always vulnerable

Rolemaster had almost all of these components, but was hideous to run. The simple mechanisms of the Warhammer 3 system seem to balance the kind of details this type of system requires with the kind of playability that stops a single action from taking forever.

Basic adaptation of the Warhammer 3 system

Basically, to adapt the Warhammer 3 system to a new setting, you need to change the careers (and associated advancement system), and the actions and talents. I don’t think it would be necessary to change the skills even if you were switching to a completely different setting (such as cyberpunk or space opera) though a wider range of advanced skills might be necessary. So the key thing is the careers, actions and talents. Of course you would also need to adjust equipment.

Changing the careers and advancement system

In the current warhammer 3 setting, there are a (fairly) large number of careers, and PCs are expected to progress through several over a long adventuring career. Essentially you pick up a number of advances – like experience points – that you spend on acquiring new actions, improving ability scores, or gaining skill slots over one career. Once you’ve spent about 15 (I don’t know the exact number) you can advance to a new career, retaining (most) of what you collected in the old career. You can’t advance an ability score past 6, and typically when you’re in one career you can only pick up 3 new actions; and in one career you can only train any one skill once.

The obvious way to make a more heroic and classically fantasy-centred game is to reduce the number of basic careers, and increase the length you can be in them. By requiring, say, 30 advances rather than 15, and allowing PCs to increase ability scores up to, say, 8, (or, say, 5 for non-career scores) you would basically turn a career into a longer-lived, more heroic style of “character class.” You could then allow PCs to progress to a set of prestige classes with new and better abilities. So, I would probably consider restricting the initial careers to Fighter, Specialist, Wizard or Cleric. Then subsequent advanced careers might be things like Paladin, Guildmaster, Archmage, High Priest, Necromancer, etc. I would probably also produce a dabbler-type basic career which allows a mixture of thieving or fighting and magic, but with more restricted access to spells (only level 1, for instance).

Allowing ability scores to advance to 8 is particularly important for magic-using PCs, since it enables them to cast more spells before they have to draw more power, and reduces the risk of stress from carrying power above their usual limits. Because skill checks depend on abilities it also gives fighters solid combat powers to take on the types of monsters you don’t see in a standard warhammer campaign.

Changing actions and talents

I already have a set of spells for Compromise and Conceit, some of which I tried to represent as actions for a D&D-style game. It wouldn’t be difficult to rewrite these (and some new, demonically-influenced talents) as actions for warhammer 3. Most of the combat actions could stay as they are. There would be a new set of Infernal-style actions which would be semi-spell-like and available for all characters, wizard or not, but quite basic. There might also be some interesting technology-related ones, particularly to do with building stuff; for example a “grenade” action which requires that you previously spent some time in a lab creating grenades using your advanced tech skills.

Basically, however, the system would retain a bunch of core actions, and only the spells and infernal talents/actions would change.

The downside

The challenge of doing this is that it would be a huge amount of work, and a lot of the results would probably be unbalanced. The warhammer setting as it stands is almost translatable to Compromise and Conceit without much change, so it might not even be worth the effort. I’m also not sure if the warhammer system breaks at higher power levels or not. But it could be worth finding out…

In a recent skype conversation, one of my players from London accused my GMing style of being “very sandbox,” and even went so far as to imply that there is little difference between me and the OSR. This has me a little confused as to what sandboxing is, since I don’t do any of the following:

  • Random terrain generation
  • Random monster encounters
  • Random adventure generation
  • Morale checks, or any kind of non-deliberative decisions about monster behaviour

and, as far as I know, most of my campaigns have a strong plot element (though I tend to allow the players to decide what direction to go, including which side to pick).

So I’m wondering – if I don’t do any of these things, and I like “story,” is it possible to be a sandbox-GM? Jesus, these days I don’t really even make maps.

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