2021/07/29

Playing with Fantasy XXVIII

Second post in the month.
  • Hmm. Might just say the bugbears have no "warg" big enough to carry them, and instead, just get pulled around in chariots. Maybe their wives drive them? In Greece and I think India, the warrior would be driven around, seated, while the driver stood. Whichever of you drives, or if you drive with one hand while attacking with the other, you wouldn't want to stand in a chariot, as an 8½ foot person. Large-sized wargs are significantly stronger than horses, even advanced simple-template heavy horses (which is not what would pull most chariots, anyway).

    I decided to construct my "wargs" from the ground up, using the hyena stats as a base, then changing the type to magical beast and applying the advanced simple template. Then for the big one I also apply the giant simple template. For the cats the elves ride I did both the same steps, but to the cheetah—since they're based on Homotherium and it was seriously a "sabertooth cheetah", down to having reduced wrist mobility (cheetahs hold things between their front paws more like a dog does, e.g. with a bone, not like a cat or leopard would).
  • Might even have the dwarves stop riding things, and just either use vehicles, walk, or, in the case of in warfare, take up a position and bombard an enemy with artillery, rather than bothering about cavalry(-analogues). Yeah I kinda like that: between being super technologically advanced, and being dwarves, they have nothing in between "take a train (or other vehicle)" and "walk".

    The only problem, of course, is I really like all my nonhumans having the thing they ride do their agriculture. So maybe, instead, they ride bears? Bears are the largest fossorial (burrowing) animal, after all. There's a good candidate, the cursorial prehistoric bear lineage, the hemicyoninae—which as the name ("half-dogs") suggests, were built like dogs; I had considered them for the ogres but they work better for dwarves. Specifically, Dinocyon, which was just under 8 feet long and weighed about a quarter of a metric ton—easily fudge-able into something that can be ridden.

    Think I'll just have the ogres and orcs run everywhere. They still have dwarf endurance, after all.
  • Incidentally, apparently there is an evolutionary link between burrowing and group living, in mammals, as can be seen from rodents (e.g. prairie dogs—which are actually, basically, chipmunks) and meerkats (a kind of mongoose). So it makes perfect sense that dwarves would be lawful, i.e. group oriented. Also apparently short, powerful limbs is one of the six common traits of fully burrowing-specialized mammals, identified at the turn of the 20th century. Though to be full-fledged burrow-sepcialists, dwarves would need small ears (doable) and to be blind (not so doable, but darkvision makes that one moot).
  • Wrote an adventure where the PCs find portions of journals, to piece together what's been happening. The easy way is just to find sections of the journal, but, who would do that? You don't let your journal of your descent into madness get scattered all around all willy-nilly.

    So instead, they find the journals themselves, but each section is in code, and they have to find the keys to each section's code, scattered around. Still meters out the paces of revelations, but is much more believable from a "why would it be that way, if it weren't in a game?" standpoint.
  • Anyone else see the problem with the fact the Pathfinder kingdom rules have no vacancy penalty for the "heir" role? Because…Stability is a score for kingdoms. Not having an heir has historically been just a little detrimental to stability (and not only in hereditary systems; a clear line of succession is a vital thing in any government).
  • Realized that Druidic is yet another language subsumed into the glossolalia-language spoken by the outsiders and aberrations in my setting, the one I call Primordial (I might change it to Primeval, since Primordial means something else in 5e). The way I think it might work is that mortals, at least, can only understand the Primordial of those whose alignment is within one step of theirs, or whose elemental affinity is not incompatible with theirs. So only fellow treehuggers can understand Druidic.

    Oddly, this basically brings back "alignment languages" from OD&D and 1e AD&D. I mean think about it, nothing else really makes any sense for that; the idea Gygax seemed to be going for was a sort of alignment-specific argot, which makes no sense when you forget your old one upon changing alignment. Much more plausible that you can gabble glossolalia at each other and interpret it. (If I ever publish this stuff formally, people are gonna think I'm a Pentecostal, the way you can tell Tracy Hickman is LDS from countless aspects of Dragonlance.)
  • Someone just revealed the most terrifying thing in the history of humanity: where before, D&D players were trying to recreate fantasy books or movies, and then for a while fantasy video games, now they're trying to recreate Critical Role. Which…aside from sounding like Frankfurt Marxist analysis of tabletop gaming…is basically every problem in tabletop gaming that began after 1984 (there were other problems introduced before that, but 1984 is the year the first Dragonlance modules came out—overall I like what it did to the hobby but every change has a downside).

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