Archive for July, 2017

Chitinoid Chaos!

More fun with From Unformed Realms, this time using TSR’s Marvel Super Heroes.

Adventure Hook: The heroes receive an unexpected invitation (perhaps from a medical or science contact) to take watch the demonstration of a new biotech trauma care system. Unfortunately, the Mad Thinker has tampered with the project as part of a scam to hold the technology hostage in hopes of sizable ransom. The Mad Thinker is holed up in an abandoned military bunker. When the biotech system is activated, it overloads and explodes. Several people are caught in the blast. They are transformed into chitinoids, which are motivated by basic instinctual drives.

Chitinoid
From the smoke and fire stagger several people, doctors, technicians, and nurses. They transform rapidly, flesh becoming metallic, covered with thorns and razor edges. They stagger about, clicking and humming, eyeless and inhuman.

Primary Abilities: F Gd, A Gd, S Ex, E Rm, R Fe, I Rm, P Ty
Secondary Abilities: Health 70, Karma 38, Resources Fb, Popularity 0
Powers: Body Armor (Rm), Claws (Ex), Lightning Speed (Ex), Slashing Missile (Ex), Sonar (In), Transformative Nanobots (Rm), Wall-Crawling (Ex)
Nota Bene: Chitinoids are blind. A living target that suffers a Stun or Kill result from a chitinoid’s Claws or Slashing Missiles must make an Endurance FEAT check against Remarkable intensity or else become infected with transformative nanobots. Every 1-10 rounds, the victim suffers a -1CS to Reason. When Reason reaches Feeble, the target turn into a chitinoid. Before transformation is complete, only highly advanced medical care or superhuman recuperative powers stop the process. The Mad Thinker’s ransom demands include the claim that he has the cure for “chitinoidism”. The stats above are for a typical human turned into a chitinoid. It’s up the Judge what abilities and powers a transformed superhuman might have.

July 26th, 2017  in RPG No Comments »

Murklings in the Wooded Hills

Have I mentioned how much fun From Unformed Realms is? Well, it is much fun, and it’s system-neutral, which means with some thought it can be used for pretty much any game. For example, Barbarians of Lemuria:

Adventure Hook: A chance reunion with an old friend leads to some wooded hills in a frontier region. There the woods are currently being cleared by refugees seeking escape from the punishing taxes of their homeland, but the settlers’ activities have attracted the attention of a murkling swarm.

Murkling
Its gray flesh hung in tatters, covered with gaping sores, glistening with moisture. It dropped from two legs to all fours, and we heard its bones snapping, shifting, adapting to this new form of locomotion. Before it resembled somewhat a man, somewhat an ape, but now it appeared more like a great, obscene rodent. Three more emerged from the burrows, their limbs jointed oddly, unevenly. Unthinkingly, I stepped away, just one step, but still a sufficient number to press my booted heel onto a dry twig. The closest monster jerked and hissed at the twig’s popping, and the creature’s entire body swelled up, its flesh distending, a cloud of dewy particles shaking into the air around it.

Attributes
Strength 0
Agility 2
Mind 0

Combat Abilities
Move 35 ft.
Attack Bite +0 (1d6-1 damage plus possible poison and infection)
Defense 1
Protection 0
Lifeblood 10

Nota Bene
Diseased: Murklings all carry a bizarre disease. A Hero bit by a murkling must make an Easy (+1) task check using Strength. Failure results in infection that sets in after 2d6 hours. The victim suffers joint pains and dizziness (increase Action Difficulty by one step). After 1d6 days post-infection, the victim loses control of one or more limbs, which seek to kill the victim (weilding weapons against him, running him off a cliff, et cetera).

Inflation: Murklings can inhale rapidly and inflate their extremely elastic lungs and stomachs, swelling to a spherical shape. This causes hundreds of short, sharp spikes to protrude from its skin as well as shakes loose of cloud of toxic sweat particles.

Mobility: Murklings move quickly and with agility despite their awkward appearance. They swim, climb, and burrow as well. Due to their adaptive skeletons, murklings can often squeeze through spaces smaller than one would expect.

Toxic Sweat: Heroes that come into contact with murkling sweat must make a Tricky (-1) task check using Strength. Failure results in poisoning. Every 1d3 minutes after exposure, the victim loses 1 point of Strength and Agility. Paralysis sets in when both abilities reduce to less than -1, and the paralysis lasts for days.

July 24th, 2017  in RPG No Comments »

Conferencing in Austin, Texas

So, Wednesday through Friday of last week, I was in Austin attending a classical education conference spearheaded by the Circe Institute. Lots of smart people talking smartly about smart things related to the best way to educate children. I sat in on some fascinating sessions, including one that explained a basic lesson format that encourages something at least approaching Socratic discussion in math classes as an aid to memory. I have hopes that implementing those ideas will help my students this coming school year.

Unfortunately, there were some downsides. I woke up at about 0430 each morning with a migraine that I still haven’t completely shaken, but at least the pain is down to a very dull throb that is easy to ignore if I keep occupied. The conference was held in the Hyatt Regency. For the price, the rooms seemed small, especially my second room that I ended up sharing with a fellow teacher. The hotel-provided breakfasts and lunches weren’t that good. I ate out for breakfast one day and for lunch another day.

For breakfast, I had the French toast and coffee at Snooze: An A.M. Eatery. The food was good, but pricey for French toast. The menu of alcoholic breakfast cocktails was intriguing, but I abstained. For late lunch, I hit Polvos and had some tasty enchiladas and several glasses of water. I was on foot hoofing it about 3.4 miles round trip from the hotel to San Jose Catholic Church for evening Mass in a charming yet simple chapel. I walked around the parish grounds a bit, visting the small shrine to Our Lady of Fatima before walking back to the hotel.

I was about 1930 by the time I made it back to near the hotel. I stopped at Aussie’s Grill & Beach Bar to knock back a couple pints of local Live Oak Brewing Company‘s HefeWeizen with bourbon chasers. After this, my headache was mostly gone, so I went to bed to get a few hours sleep before the pain would wake me up again.

Thursday evening, I drove down the road to Tribe Comics & Games for Thursday-night games. Beforehand, I popped into the Kerbey Lane Cafe for some shrimp and grits. Tasty.

After dinner, I walked across the parking lot to Tribe Games & Comics. I was dropped into a group of six at a table getting ready to play four hours of D&D’s most recent edition. I’d not played 5E before, and I’d not done anything d20 System related for years. I don’t own a single 5E book, nor am I likely to unless someone just gives them to me.

I was given an already-made, some what generic human barbarian to play. I named him Anarch Greywulf. Player and character introductions were made all around. I was remiss and made no notes, so I can’t tell you who the people in the pictures are. They played a cleric, a fighter of some sort, a paladin, a bard, a sorcerer (I think), and a luchador-style monk. Our adventure revolved around breaking a bandit out of jail so that we could get information about a pending meeting between a bandit chief and a wicked sorceress that threatened the peace of the region.

It was an enjoyable four hours in a way-crowded gaming space. It was loud, and I’m pretty sure I missed more than one key point because I couldn’t quite hear what the DM or the other players were saying. Still, we had fun. Our characters rescued the bandit, killing an enraged and escaping minotaur in the process while the tower burned down around them. Anarch walked boldly into the bandit camp, dropped a few names, and was escorted to a tent where he was told to wait. While this went on, the rest of the party snuck up on the meeting point. Anarch befriended “Little” Eric, one of the bandits. The monk was spotted after getting too close. Chaos ensued.

Anarch convinced “Little” Eric that owl-omened treachery was afoot, and thus that NPC aided our party against the sorcereress’s kobold, orc, and owlbear minions. During the battle, our characters ran roughshod over the enemies on both sides, preventing any sort of evil alliance and probably collecting a nice bunch of treasure as well. I’m not sure on the latter since it was getting late. I didn’t stick around for the postgame report in the parking lot.

As I’ve said, it was a fun game. It’s not going to make me rush out and buy 5E books or find a local 5E game to play in. Not really my cup of tea any more. Games like Dungeon World, Monster of the Week, and Fate Accelerated fit the bill more nowadays, and shortly my little gaming group here in Houston, Texas, will start a new campaign using Barbarians of Lemuria.

Also, it’s good to be back home. Austin is a nice place to visit, but it’s not where the heart is.

So, a big “Thanks!” to the folks at Tribe Games & Comics. If I’m ever back in Austin on a Thursday, I’ll try to fit another game into my schedule.

July 23rd, 2017  in RPG No Comments »

Apples, Oranges, Arguments

From October 2013 (with some edits):

“You can’t compare apples to oranges.”

They, whoever “they” are, say this a lot, often, in my experience, without giving much thought to what the saying means. Instead, this common idiom seems to be used most of time as an expression of contempt, of dismissing what a person just said as if it were not worthy of a serious response.

Properly used, the apples-to-oranges idiom reminds us to be on guard against false analogies. It reminds us that two things that appear superficially similar in some regard may still be importantly different in other ways. For example, I can compare the solar system to an atom. I could say, “Just as planets orbit the sun, so to do electrons orbit the nucleus of an atom.” While this comparison may help a student visualize the structure of an atom, as science per se the comparison is less than helpful. Electrons can jump from orbit to orbit, or even leave orbit entirely. From this observation, I cannot reasonably conclude that planets do the same thing. Or, taken the other way, from the observation that planetary orbits tend toward stability and regularity, I cannot conclude that electrons behave the same way planets do. To do either of these things would be to make a false analogy.

Consider another example. I have former students who are now married and have children of their own. I can remember that this former student, when he or she was in my class, exhibited certain characteristics, such as laziness or honesty. I cannot reasonably conclude from that memory that the student’s children will exhibit the same characteristics. Just as I cannot compare apples to oranges, meaning I cannot convict an orange for not being an apple, I cannot assume that a child will exhibit the same characteristics that the child’s parent did in my class more than 10 years ago.

Now, all of that said, it is important to realize that “You can’t compare apples to oranges” is only contingently true. It is only true if certain preconditions apply. Otherwise, the idiom cannot be fairly used. After all, anyone can sensibly note that, yes, apples and oranges can be compared because they’re both fruits. They are both part of a larger set that includes strawberries, bananas, papayas, and mangos as well. Therefore, any comparison between apples and oranges that relies on characteristics common to the larger set of fruits, such as the presence of fructose or seeds, would not be a false analogy.

To speak zoologically, I can fairly compare any member of the family Felidae so long as I limit my comparisons to traits common to that family. I cannot claim that they are all the same in that they can purr, for example. Animals in the genus Panthera belong to the family Felidae, but they cannot purr. That is a characteristic of genus Felis, another member of the Felidae family. To say that Felis, part of Felidae, can purr means Panthera, also part of Felidae, can also purr is to compare apples to oranges. To say that members of the genus have fur or claws or are carnivores is not comparing apples to oranges.

So, what’s my point?

Well, my point is that trotting out a clichéd idiom is no substitute for an honest argument. An honest argument requires that, at a minimum, I seriously consider the truth of whatever my interlocutor states. This requires humility on my part. Even if I am not wrong about whatever issue is under consideration, I need treat the other side as if I could be wrong. Otherwise, I run the risk of being dismissive. This might get the other person to stop talking, but it isn’t going to demonstrate that I am correct.

Of course, humility and an honest effort to view someone whom I disagree with as worthy of respect can require effort, and I think that is probably why the apples-to-oranges idiom is, in my experience, used as a way of shutting down conversation. It’s a mildly clever way of saying, “You don’t know what you’re talking about so you should stop talking.” Dismissive rhetorical devices aren’t anything new. Socrates, for example, in the 400s B.C. waged philosophical battles against people who were merely clever rather than genuinely thoughtful.

In classical education, we don’t want our students to be merely clever. We want them to struggle toward the transcendentals: the True, the Good, and the Beautiful. Contrary to popular opinion, whether something is true, good, or beautiful isn’t just a matter of opinion. Some things really are objectively true. To think otherwise isn’t to express an equally valid opinion, but instead is to be in error. This is most obvious in mathematics. Two and two are four. The reciprocal of one-half is two. These statements, and many others, are true regardless of what I think or want. Likewise, some things are good. Period. Some things are beautiful. Period. As I’ve told my students more than once, someone who says a rose isn’t beautiful is incorrect. Someone who claims that all moral statements are matters of opinion or societal convention is likewise incorrect.

What muddies the waters, especially when discussing the Good and the Beautiful, is that it is often difficult to arrive at a firm conclusion. Even after careful consideration, doubt may remain. “It is wrong to X,” where X stands for some activity, is a common claim. Demonstrating the truth of that claim is not as common. It is easy to assert. It is harder to present a reasoned demonstration that takes seriously the objections of those who disagree. And, because it is harder, many people just don’t bother. Instead, people substitute volume for reason.

“It is wrong to X!” is countered by “No, it isn’t!” Few people seem to advance their arguments much beyond just trying to shout the other side down. This is dangerous. If we abandon the conviction that the True, the Good, and the Beautiful are objective categories that can be discovered, however imperfectly, by human reason, then we reduce all arguments about truth, morality, and art to shouting matches. The winner is whoever shouts the loudest, whoever can apply the most force to get the other side to surrender. Throughout human history, societies have abandoned human reason in favor of force. The results — from the Reign of Terror to the killing fields of Cambodia and beyond — have never been pleasant.

As a teacher in a classical education school, encouraging the reasoned search for the transcendentals is my hardest task. I find myself working against so much of what passes itself off as popular culture, which isn’t really culture at all, but instead is just mass marketing aimed at conformity. I not only have to try to get my students to discover the power of their own reason, but I also have to try to get them to respect that same power in others, especially when they disagree.

July 21st, 2017  in RPG No Comments »

Mephitic Horrors

Another trip through From Unformed Realms, this time aiming to create a Lovecraftian horror for use with Swords & Wizardry!

Its leathery flesh, covered with finger-length spines, sharp and dark, glowed faintly from deep cracks and pocks, as if some internal fire guttered just beneath its skin. It walked upright, like a man, but balanced itself by means of a sinuous tail that ended with a knobby clump of something like bone. Where arms should have grown from its shoulders extended writhing, muscular pseudopods, growing and retracting, seeking to touch, to grasp…to burn!

Mephitic Horror
Hit Dice: 5+5
Armor Class: 4 [15]
Attack (Damage): 2 pseudopods (1d4)
Move: 9
Save: 12
Alignment: Chaos
Challenge Level/XP: 8/800
Special: Constrict and burn, immune to fire, spittle, toxic bile

Mephitic horrors are a sort of evil elemental that serve unholy entities that seek to return to the Material World in order to terrorize, enslave, and devour. In melee, mephitic horrors attack with their pseudopods. A creature struck by a pseudopod is ensnared to be crushed and burned, which causes an additional 1d6 points of damage per round the victim remains grasped. Instead of a pseudopod attack, mephitic horrors may spit up to twice per round (once per pseudopod attack not made). This spittle has a range of 30 feet. If it hits, the target suffers 1d4 points of damage as the spittle burns. The target must also make a saving throw to avoid being blinded for 1d6 rounds. A mephitic horror that takes more than 5 points of damage from a single attack involuntarily coughs up a gout of toxic bile. Creatures in melee combat with the mephitic horror when it regurgitates must make saving throws to avoid being splashed. The ghastly bile quickly worms its way into flesh. Those exposed to the toxic bile (meaning those that failed their saving throws) develop painful, aggressive tumors after 2d6 days (a Cure Disease suffices to overcome this malady, the exact effects of which are left to the Referee’s discretion).

Adventure Hook: The discovery of an intriguing artifact leads to a long-abandoned fort controlled by bandits for nearly three months. The bandits stumbled across the fort while trying to evade the authorities. One or more mephitic horrors prey on the bandits, seeking to slaughter them all.

July 18th, 2017  in RPG No Comments »