The Arena of Galch

Mad Galch, the wizard-architect of Jous, was commissioned to construct an arena for the Imperial City at the height of the Jousian Empire’s second peak. He did so, after laboring for a year and a day without rest, finishing it with a crack of thunder that shattered the heavens. All who saw the Arena of Galch praised it, once they had recovered their senses.

It was a towering stadium, the deep bowl of its structure revealing a marvelous field at its heart. The field was widely recognized as a triumph in itself; no gladiator who fought upon it could call it anything else, and even the audience marveled at the way it shed blood and stains into gutters around its edges. Every whisper from the dying-ground could be heard anywhere in the stadium, and the structure quickly became a favorite venue for things besides blood sport—much to Mad Galch’s consternation.

By Mad Galch’s sternest warning, no one was permitted to dig below the stadium for any reason. This caused some trouble several years into the next Emperox’s reign, delaying the implementation of a comprehensive sewer system in the neighborhood surrounding the Arena. Mad Galch did not care, and refused to assist or permit any bending of his rules. His threats as to what would happen should anyone dig below were fierce enough to etch themselves in citizen’s minds for centuries after his death.

In accordance with his will, upon Mad Galch’s death he was laid in state in the center of his Arena’s field. The gathered audience of dignitaries, potentates, and commoners watched in shock as the field enveloped him, leaving only his shroud behind. Though many now regarded the Arena with fear, it was still constantly put to use.

After the Jousian Empire’s third decline, the Arena no longer held death matches of any kind. The gutters’ thirst was not slaked, and the Arena began to lose its sheen. Increasingly, attendees felt that the Arena’s doorways held themselves open as a matter of tightly bound restraint, a considerable exercise of will. It was not until the sack of Jous (and the execution of the imperial court on the Arena’s field) that the Arena was restored to its former glory. Those who took the city declared it a holy place, feeding it blood according to their sacred calendar.

These nights, though the sacrifices have not been made regularly for some time, the field illuminates the entire building from within. Its light pulses. The few miserable or crazed enough to still live nearby swear that they have heard whispers in the night air; some of them swear that Mad Galch visits their dreams, promising greatness soon to come.

Wandering thoughts: Rare Earth Elements, Climate Change, and Fantasy Settings

GoldenApples

I had some grim thoughts about the future of our civilization today, and turned them into a fantastical exploration of alternate worlds… because that’s how my brain works, I guess. Join my escapade, and learn a little bit about Rare Earth Elements, modern technology, and climate change while you’re at it.

Rare Earth Elements are fundamental to Continue reading

Good deaths at LARP camp

I’ve been busy teaching children to die well with make-believe swords. More importantly, I’ve been busy showing them that “winning” a sword fight doesn’t make you the most interesting or coolest character in the scene. Relatedly, I died a lot.

Near the end of our adventure game, shortly after I had led the campers in an oath to continue my mission (defending the land from dragons), I died to the big bad. It was a scripted death. It was also, if I may toot my own horn, a good one. I was lucky enough to have not one but several people come and pay their respects afterwards. I think a few of our campers have realized that they can have a good time and make good scenes with each other, improvising a good scene rather than struggling to win.

I’ll be very pleased if that sticks.

South of Ela Cartaz

I’m away Thursday, so here’s a little setting-seed to tide you over:

There is an island on the southern coast of Ela Cartaz, where the winds bluster chill and wet. Under the moss and rot and the hanging vines, beneath the old trees whose roots eat older mortar and clutch at broken foundation-stones like pearls, there is a warm light. This is the light sought by many, the light for which thousands died before the fall of the first Ela Cartaz. It waits in darkness, while around it the remnants of a lost past whir and click and hum.

Building Engagement in RPGs, Quick Thoughts

This pulls lessons from all over, but especially from Apocalypse World.

Roleplaying games are a conversation. Like any conversation, they’re at their best when the people in them are engaged and present, not distracted. Playing an RPG means sharing a collaboratively created world and holding that mutual fiction in your mind; thus, the conversation suffers when people disengage.

So how can we keep each other engaged, and avoid Continue reading

Why Roll Dice? Two Misconceptions

Maybe some of you have seen something like this before:

Player: “I want to see what’s behind this bookshelf. I hit it with my axe. I get a 3 on my attack roll.”
Storyteller: “Well… that doesn’t seem very effective. The bookshelf doesn’t move.”
Player: “Okay, I swing at it again. 5.”
Storyteller: “…”
Player: “Not good enough? I try again. 1.”
Storyteller: *Sigh* “The bookshelf falls on you. You take 6 damage.”

These rolls are boring, and this scene is a clear failure in my eyes. Not on the part of the PC, who can’t get a break with that bookshelf, but on the part of the storyteller and the player. It plays into two misconceptions that crop up in RPGs, either of which can Continue reading

Binary Success and Failure in RPGs, Quick Thoughts

Many popular RPG systems measure success (or failure) as a simple binary. For example, by a strict reading of D&D 5e’s rules, either your character is successfully sneaky or they’re not: there’s no middle ground. There’s no benefit for being exceptionally stealthy, and there’s no real penalty for being exceptionally not-stealthy. Thus, there’re no degrees of success or failure. Every test is pass or fail.

This streamlines resolution of tests, and has the benefit of being fast and simple. But it also misses Continue reading

Killing PCs, a quick reflection

Years ago I wrote a piece called “And Then You Die: A Good (Character) Death.” I’ve been thinking more about it recently, because two of my players’ characters died in the last session of D&D that I ran.

Did I actually follow my own advice? Continue reading

DIE, and other RPG development

I’ve been lucky to be part of several different people’s thoughts about RPGs in the past month.

At the beginning of April I was fortunate enough to playtest Kieron Gillen’s DIE RPG, which was Continue reading

The Theater of the Moon

This is intended to be a setting seed for some future story or game, like The Chapel of Weeping.

There was once a theater on a small island set in the river’s delta. Some of it remains. The city it was part of fell ages ago; after the city was sacked by a victorious army its people fled, were captured, or were put to the sword. The theater escaped the initial destruction, and was protected from the fires that raged through the city by its watery border. As such, it is one of the few places in the ruined city which still bears the clear marks of its builders. Unlike most other places in the destroyed city, none of the theater has been scavenged for building stones.

The theater’s finery was stripped by more organized looters after the sack. No surviving city folk or other locals participated in looting that theater, however, for it was said to be holy. Indeed, the vessel used by the looters sank in a freak storm several days after reaching port.

Rumor has it that the people who took the theater’s riches each suffered exquisitely awful deaths, and each family of theirs which did not dispose of the treasure soon fell to similarly terrible fates: slow wasting disease, all-consuming madness, cruelly ill luck. Whether or not this is true is widely debated, but these stories are favored by those who still live near the fallen city. They’re also popular as ghoulish legends amongst the descendants of those whose forces ruined the city so long ago.

The queendom which sacked the city, and whose people looted the temple, has since fallen into decline.

The theater, when it still stood wholly intact, was said to have a very particular ceiling. Intended to magnify moonlight, it captured the moon’s beams to light the floor of its amphitheater, at its brightest on the most holy nights of the moon’s phases. It is said that the theater could transport its audiences to unknown heights when the sacred plays were performed on the proper nights, but it is not known what those plays were, which nights those were, or whether the “heights” referenced were emotional or literal.

There are no publicly known survivors of the theater’s cult. It is a puzzle which has intrigued many for centuries.