This page lists the most recent journal entries related to role-playing games (RPG). There are some more pages on the related German page (Rollenspiele).
Yesterday I learned that Trademark Law Does Not Require Companies To Tirelessly Censor the Internet. I didn’t know that. Bioware does have a choice. And in this case, as far as I remember it, Bioware still hasn’t contacted anybody, so it’s all happening between EN World, the Ennies, and the Don Mappin, the author.
Also, the PDF has a disclaimer at the very beginning:
What This Book Is Not
To be clear, this is not a licensed Mass Effect property. Mass Effect is the property of Bioware, a division of Electronic Arts. This is a work of fiction and done without their permission or involvement. No attempt to challenge their legal authority is intended in the publication of this material. Instead, it is our hope to expand the outreach of the Mass Effect property to another segment of games—role-players—who have long coveted a way to bring the events of Commander Shepard to life at their gaming tables. This product comes with one very important and unconditional stipulation:
UNDER NO CIRCUMSTANCES MAY THIS PRODUCT BE CHARGED FOR OR RENUMERATION EXCHANGE HANDS. IT MUST REMAIN FREE OF CHARGE.
As the sole property of Bioware/Electronic Arts, only they have the rights to benefit from the Mass Effect Universe. As such, this work is the result of countless unpaid hours and volunteer work to make it possible to bring to you. Why? Because we’re gamers too and we love Mass Effect just as much as you do!
I guess I'm mostly interested in outcomes. I really like the US constitution in this respect: “promote the Progress of Science and useful Arts, by securing for limited Times to Authors and Inventors the exclusive Right to their respective Writings and Discoveries”. I want more useful stuff as fast as possible. Having the Mass Effect RPG out now, fan made, is great. It’s better for the gaming public.
What about the artists? The way I read the artist attribution page in the Mass Effect RPG, all those images were available on the Internet, on blogs of concept artists, on Deviant Art. So, without considering copyright law and just considering outcomes, these artists made things available for free, and now what they made is more available, for free. The author of the Mass Effect RPG doesn’t charge money for it. Presumably he’d share his gains with the artists in some way, if he were to make any money. But he isn’t, so he doesn’t. So, it’s still better for the gaming public, and it’s better for the artists, too. Yes, they had no voice, there was no negotiation, this doesn’t consider copyright. All I’m looking at is outcomes.
As far as I’m concerned, I’m with Don Mappin, here. I wish that copyright law was different. I wish that the fair use exception to copyright were clearer. As it is, it’s incredibly hard to tell whether something falls under the exception or not. That’s not good.
I'm not a lawyer, and I’m looking at the points one ought to consider:
Reading through the Wikipedia page and following along, as a layman might be expected to, I guess:
The use was not really educational – or can a game be educational? Maybe? It teaches you how to run a Mass Effect RPG using Fate rules? Does it help “fulfill the intention of copyright law to stimulate creativity for the enrichment of the general public”? It sure looks like it to me. To me, the process of turning the video game into a set of rules for Fate is transformative, not merely derivative.
Nothing in the nature of the game seems to warrant more or less protection than usual. It doesn’t rightfully belong to the public domain. All the artwork the author used had already been published, even if not intended for use in the game, so we don’t need to consider “the aspect of whether the copied work has been previously published”.
As for the amount, I think that the material taken from the game itself is definitely not major. We’re talking some of the background material, the description of things in the game. But the games are about so much more. Characters, plots, levels, graphics. The material taken from artists is major, however. Basically the entire picture was used. I started making a little survey by searching for the first ten items on the artists credits page of the Mass Effect RPG:
Looking at the numbers. Fan art: 15. BioWare: 3. Others: 1. Continuing the analysis of “amount”, I’d say that the amount of art-work taken from the Mass Effect series out of the copyrighted material by BioWare isn’t so big: 3 pieces out of a huge work. As for fan art: If they are not violating BioWare’s copyright because of the fair use exception, then another piece of fan art reusing them should not be violating BioWare’s copyright, either.
So, what is fan art? FAQ #572 has some information: “Original fan art are those works in which the submitting artist has done 100% of the work but the work itself depicts characters, scenes or other themes which were properly created by another creative person. […] Fan art may be copyright infringement and you may be forced to remove it by the copyright owner who may also choose to initiate other legal action.” I’m not sure that BioWare is interested in going after fan art in this respect. Therefore, my understanding of fair use and fan art leads me to suggest that we’re in the clear, here.
That leads us to the last point in the fair use examination, the effect upon the work’s value. Does BioWare and it’s Mass Effect based revenue suffer? Not at all, because they’re not selling a role-playing game. Now, if they were, perhaps they’d be justified under the law to go after the existing game. Now you have to argue that a company wanting to make money making a licensed game is being deterred from entering the market because the existing free fan-made game is so good, taking it down will produce a lot of bad blood. But from a customer’s perspective, that’s OK. We have copyright in order to promote the useful arts. If the useful arts are being promoted without copyright, then that’s even better. This is not an outcome to dislike, at all.
I’m still with Don Mappin.
I think we need to be careful, here. The copyright lobby is so strong, it keeps extending the copyright protection time window, it keeps bombarding us with annoying messages as we play a DVD or go to the movies. This is a war being waged about our hearts and minds. And they have all the money to run their campaigns and we have nothing except our will to share everything because we’re nice and willing to help our neighbors. That is why I don’t like people saying: “I hope that Don rebuilds and reposts the files, this time only including his work.” If we have a fair use exception to copyright, then this exception is our right. It’s a mess to figure out and and it’s hard to be sure, but if we assume that everything Don made falls under fair use, then he should not have to repost the files, and he should be free to include the works of others. That’s how we build on each others’ work. That’s how progress is made. We don’t create ex nihilo. Fair use is our right.
What about the ENies? I understand their decision. The entire thing was a hot potato. They had to make a decision, fast. And I’m guessing they don’t have legal defense funds and lawyers at their disposition. That’s how the scare tactic works. We’re afraid to exercise our right, the associations we build are afraid to exercise our right. How will we learn to claim what is ours except by pushing the boundaries and arguing for our rights?
Comments here or on Google+.
If you want to run longer campaigns, this is what I’m doing: My campaign world is infinite. Planes, other continents, from dinosaurs to lasers, it’s all there. And even if I want to combine two settings, I’ll use Planescape ideas to connect them, bend a little here and there, no problem. Then, players have an effect on the setting, change it. This is cool. It can be a short campaign of six sessions (that’s not what I do, though). The next campaign will be somewhat related. It takes place nearby. A few years in the future. In an alternate plane that involved the old campaign somehow. And that’s how the campaign transcends characters and rules. Use D&D 3.5 for a bunch of characters. Then use Solar System for a bunch of characters. Then use Labyrinth Lord for a bunch of characters. Then move to the Astral Sea. Then play some first level characters doing jobs for the high level characters. Then switch to the high level characters again. And if that gets boring, let’s see about marriage and children. Let’s play the kids!
I just read an interesting blog post called Thoughts on Philosophical GameMastering by Vb Wyrde. He says: “I would argue, […] that whether they know it consciously or or not, every World is an expression of the innermost convictions of it’s GameMaster.” He illustrates the point by referring to a friend who felt “that the Universe is really just a gigantic eating machine”. And the campaign he ran illustrated the point.
Now I’m wondering which of my personal convictions players will find in my Five Winds campaign.
I need to think about this some more!
To be sure, I don’t really care that much about in in-game philosophies. I like Planescape and therefore there are factions in my campaign following doctrines inspired by schools of philosophy. What I care about is reflections of my own opinions and prejudices in my game world.
Discussion on Google+, if you want.
I’ll have to look at some off line backups at home. Apparently the pages were still around three days ago (2015-05-08).
OK, so we talked about setting up a game of Hexcrawling and how the game will eventually reach its limit if the known region keeps growing and more and more factions are being introduced, more lairs, more assets, more domain turns; the game starts to collapse under its own weight. We also talked about my Domain Game Goals. The things I like. The things my players like. We have come to the point where we need to talk about the kind of procedures that will offer us an interesting domain game without growing as the domain expands.
I think this is key: The procedure must always take the same amount of time. Think about random encounters. No matter how big your party, you always roll once for random encounters. The monsters might be stronger. The trek might be longer. But the number of rolls is constant. But think also about its failure modes. If the party travels for eight weeks, do you roll for over 100 random encounters? I don’t. That’s why random encounters only work at a certain scale. Our domain game procedure will also work at a certain scale. We’ll postpone thinking about attaining immortality and godhood, for now.
The simplest solution would be a random domain roll. The results on the table are all either adventure hooks or role-playing opportunities where we get to see what kind of people the player characters are.
Several things are still missing. In order to track the “mood” of the current campaign arc, you could run with Chris Kutalik’s idea of a chaos index as explained in his blog post The Weird is Rising, Thanks World Engine.
I think I’d like more of a multi-dimensional framework that takes the gods into account. You could use something like the fronts on the MC sheet for Sagas of the Icelanders. Have a list of gods or other influences, list some keywords (“Hel: breathe disease, consume, hoard with greed”) that will color current events. This forces you to vary the description of the results depending on what front is in ascendancy. Use the result of the random domain roll to build a little four step countdown. If the party does not engage, step one happens. If they leave it to fester, step two happens. If they are busy elsewhere, step three happens. If they don’t take care of it now, step four happens. As time keeps passing and more rolls are made, issues are piling up. This is good.
If your players have “traits” that influence the domain game such as Sticky Fingers which I mentioned in previous post on the same topic, some of the results on the domain roll table should reflect that. In a Dispute situation, for example, Sticky Fingers might allow you to ignore the first two steps of the countdown as your thieves infiltrate your neighbor’s domain. You will have to handle the issue eventually or just move to War.
The important thing is this: I’m looking for a solution that limits the number of dice rolls and that doesn’t require any sort of computation before rolling. I don’t want to roll for every unconquered monster lair. I don’t want to add a bunch of numbers on the wiki for every roll I make. I don’t even want to look at what the last roll four sessions ago was before making a roll.
We had another one-shot. Playbooks used: grandmother, shield maid, seiđkona, and child. I looked at fronts and decided to have the influence of Hel color the session. A grey winter day, visions of blood seeping up from the ground, dead friends calling you from beyond the fence, ghosts trying to lure people out into the snow storm… Sadly, the session wasn’t very good.
The player of the child felt he had ended up with a playbook unsuited to the situation. What use was there to hiding and sneaking? I guess it might have played like Newt in Aliens: Bonding, and spending those bonds to grant benefits to those braving the storm.
Also, the tension between violence being always available to solve problems but being basically the wrong tool because people will get hurt and die – the tension between men and women, where women goad men into action, where men are mute and violent – all of that was missing because of our all-female cast.
I recently wrote about my current setup for a campaign wilderness map and the associated hexcrawling that goes along with it. The greater context is the promise of ever changing gameplay. This is true for characters with saving throws replacing armor class as your most important defense, this is true for spells that change how the game is run, and I want it to be true for the campaign itself where dungeon looting yields to wilderness exploration, and eventually to kingdom building.
Kingdom building is what the domain game is all about. Wilderness exploration is about travelling from here to there and the creatures you encounter. It’s about learning who your allies and enemies are, new towns with new leaders and their own economic goals, monster lairs, humanoid tribes, instigating war, brokering peace. Eventually, the players are going to lay claim on a lair or a town. Now what?
Let us consider existing options for the domain game. The simplest rules I know are the ones in the Expert set by Cook and Marsh. Fighters get a land grant, build a castle, clear the surrounding area of monsters, organize patrols, attract settlers, raise taxes. Any mercenaries hired cost money. Clerics do the same thing, but their castle is only half as expensive and they get fanatically loyal troops for free (5d6×10). A magic-user gets to build a tower and attracts apprentices (1d6). A thief gets to build a hideout and attracts more thieves (2d6). Demihumans are like fighters. They build a stronghold and attract settlers of their own kind. Elves are automatically friends with the local animals. As for the attraction of settlers, all it says is that spending money on improvements (“inns, mills, boatyards, etc.”) or advising will do it. The details are up to the referee.
If you want a bit more detail you can use An Echo Resounding. It’s what I have been using for a while. A while back, I wrote a summary of the rules. Apparently you can add a lot more details by using Adventure Conqueror King System. There is an interesting comparison of An Echo Resounding and Adventure Conqueror King a forum I read a few years ago.
Unfortunately it’s turning out to be too much work for me. When I look at the monthly campaign summaries—something I write every four sessions—I notice that there is some free form stuff in the Sages and Spies inspired by recent events, my players’ interests and adventure hooks, and there is some stuff generated by the rules of An Echo Resounding. For every lair I need to find out whether it spawns units. If it does, these units need to attack a nearby location. I need to resolve these fights and if the units win, they plunder the location they attacked. For every non-player domain I need to figure out what sort of move they make during their domain turn. This involves looking at the numbers and rolling a d20, but often it has been so long that I feel I need to double check those numbers or I find little mistakes. In the end, a lot of time gets spend for very little gain. Or, to look at it from another perspective, I spend some time looking at numbers and rolling dice to produce text that is boring compared to the free form stuff I write up for the Sages and Spies section.
The stuff players like about the system don’t involve that much maintenance. They like knowing about their units and they like going to war every now and then. They like to build things in their domain. In my game, gold spent yields experience points. Since I have a list suggested prices for buildings, this encourages them to build temples, hospitals, towers, bath houses, and so on.
|a small statue for a well or a garden||50gp|
|a small, public altar made of stone with spirit gate und a small well (5ft.×5ft.)||250gp|
|a small shop made of wood with a place to sleep in the back room (15ft.×15ft.)||300gp|
|a simple wooden building with one floor such as a tavern, a gallery or a gambling den (50ft.×50ft.)||700gp|
|a wooden building with two floors in a village (50ft.×50ft.)||1500gp|
|a stone building with two floors in a village (50ft.×50ft.)||3000gp|
|a manor house with two floors, marble columns and statues in a city (50ft.×50ft.)||10,000gp|
|a provincial castle with six floors (60ft.×60ft.) and an inner courtyard (30ft.×60ft.) surrounded by a wall||75,000gp|
This leads to a strange effect: Build a large wooden Freya temple for 1500 gold and you’ve got a temple and 1500 experience points (gold spent = xp gained). Spend a few domain turns building a temple, however, and you will have a temple, it will give you Wealth -1 and Social +4, and a powerful 9th level cleric will come and settle here (using An Echo Resounding).
Having two very different ways of building a temple complicates things. It seems to me that paying for the temple using their own gold is a more visceral experience for players. They built it. This is what it cost. It’s easy to embellish it. It’s easy to list it on the campaign wiki. It doesn’t require anything on my part except determining a suitable price when they ask for a quote.
I also think they don’t mind getting a 9th level cleric, but there are still questions: why haven’t we met them before? Why aren’t they coming on adventures? In fact, why isn’t this a player character?
My game allows players to run multiple characters. In a particular session, players can bring up to three characters. The character with the highest level is the main character, the others act as secondary characters. Experience point gained for killing monsters is split on a per head basis. Treasure—and therefore experience points for gold—is split by shares. Every main character gets a full share, every secondary character gets half a share.
Sometimes, players will grow tired of characters. Sometimes, characters will break bones or loose limbs. These characters are perfect fits for these roles. Majordomos of castles, priests in temples, heads of guilds, captains of ships, regents of towns.
This is how I hope to achieve a greater identification with the setting. Over time, more and more important folks will be former player characters. It’s also ideal for a new campaign. At first, no high level priests exist. As soon as the first player character cleric reaches 9th level, however, raise dead is an option for all the player characters in the region—even if they’re playing in a different group! And raise dead will remain an option even if the player running the character abandons them or if the player leaves my table. The character has been established, backstory included.
My players also love their units. This is not a problem. We can keep the champion levels introduced by An Echo Resounding. The chapter introducing champion levels is Open Game Content. I’d go further than that, though. We could get rid of all the resource points and simply say that all other need to be equipped and hired.
The party could build an armory, buy equipment for four hundred heavy infantry (swords, chain and shield is 60 gold per person based on prices in Moldvay’s Basic D&D or 24000 gold total + 3000 gold for the armory itself based on my list of buildings above). Then, if the town is big enough to supply enough able bodied fighters, four units of heavy infantry militia will automatically be available whenever the town is attacked.
Hiring mercenaries will require less money. Human heavy foot guards in peace time will cost three gold per month (1200 gold per month for four units), twice as much in war time (2400 gold per month for four units).
I don’t think I need to use the War Machine rules introduced in the Rules Cyclopedia. I can keep using the unit combat rules in An Echo Resounding, the B/X Companion by Jonathan Becker, or the M20 Mass Combat Rules by Greywulf. I’m not sure what my favorite mass combat rules are, for the moment. I’m tending towards keeping the rules from An Echo Resounding because rolling for attack and damage is easy to remember. There is no scale factor and there is no /Unit Attack Matrix/. That makes it easier to understand.
What about the abilities your champion gets that aren’t tied to units? Sticky Fingers gives you +4 Wealth value. I don’t want to think about domain income, upkeep, taxes or tolls. When Chris Kutalik started rethinking domain-level play in his campaign, he suggested the use of domain skills and a skill check to go along with it. I don’t want to introduce skill checks and I don’t want minor and major skills in my game, however. Sticky Fingers does sound like a skill, though.
So, that’s where I’m at right now. What about abilities, or aspects?
Based on a recommendation on Google+ I took a look at Houses of the Blooded. There, you have domains consisting of provinces and each province consisting of ten regions. Each region produces something, and based on that you can have armies, goods, trade, and so on. I think it interesting, but I don’t think I’d want my D&D to be about it. Too much detail, it’s not really part of player characters, we wouldn’t want to spend time on it at the table, and so on.
I was also looking at the King Arthur’s Pendragon and The Great Pendragon Campaign. My campaign fell apart because of many reasons, but the lousy winter season where you’re supposed to look after your family, your manor house, your lands, build fortifications and all that—this part of the game just was not exciting enough at the table. And that is a problem. As Chris says in one of his blog posts, there’s always the danger of these systems turning “boardgamey” or “beancounterly.” Or that all the decisions have no consequence after all.
I’m still chewing on this.
I’ve recently started a new campaign. Here’s how I did it.
First, I got myself a hex map. I created this one using Text Mapper:
Repeat until you like what you’re seeing. The random terrain is generated using the Welsh Piper’s algorithm as described in Erin D. Smale’s Hex Based Campaign Design, Part 1; the icons are based on the Gnomeyland SVG Map Icons by Gregory B. MacKenzie.
This is the regional map I got:
On this map, I placed a city, a few towns, a few lairs, a few resources – all according to the setup suggestions in An Echo Resounding. Unfortunately I can’t show them to you because they’re secret, but I did print out this map and use little stickers to help me picture it all, in the top right corner:
Then I picked the starting location for my adventures and added some details:
I added some taverns, a ruler, a keep and some guilds to the starting town and wrote it up: Greyheim.
The city of Greyheim boasts of the following:
- a river harbor
- the keep where Lady Kyle resides; she will hear complaints and remonstrances on Mondays, hear cases and pronounce sentences on Tuesdays, and witness any executions on Wednesdays; she’ll be out hunting every afternoon
- Singing Mermaid, the harbor inn, for dockers, rafters, knaves and gamblers
- Trader’s Rest, the inn for merchants and successful dungeon delvers
- Haversack, the run-down inn for peasants und luckless dungeon delvers
- a temple of Freya, goddess of fertility, harvest, health, fighting, furs, winter, wolves, and many other things besides
- the Porter’s Guild House where you can hire torchbearers and other hirelings
- the Adventurer’s Guild House where you can find new companions and exchange news
- the Halfling Help Harmony is a self-help organization for halflings; they meet for Sunday brunch at each other’s homesteads in the area around Greyheim, talk about politics, collect money for halflings in need
If you’re a thief, you’ll know where to find the following:
- the Thieves’ Guild House where you can report new targets, fence stolen goods and get new tools
I had also picked the location of our first dungeon and determined that travel to and fro would be safe, at first. Nevertheless, I could not resist writing an encounter table for the Elderberry Forest:
Roll 1d6 once per day and once per night. There’s an encounter on a 1. In that case, roll 1d6, add 3 during the day and consult the following list:
- a darkness of shadows (1-12), guarding an old ruin
- a horde of orcs (10-60), roaming the forest
- the black cat of night (1), hunting
- a pack of wolves (3-18), hunting
- a company of dwarves (5-40), travelling through
- a group of elves (2-12), on a spying mission
- an arse of bandits (10-40), out to rob some rich folk
- an aerie of harpies (2-8), hunting
- a sloth of bears (1-4, in summer, ⅙ of the time including the wandering druid) / shadows (1-12, in winter)
Remember to use reaction tables when encountering these. Remember to provide warning signs when approaching larger groups (sound, smoke, smell).
So what does that give us?
What An Echo Resounding gives us on top of that:
But, as Chris says in one of his blog posts, there’s always the danger of these systems turning “boardgamey” or “beancounterly.” I recently mentioned on Google+ that I wasn’t happy with how An Echo Resounding was going:
How do you run your name level classic D&D campaigns?
I’ve been running An Echo Resounding for my group and they say they like it. I think they like it because they get monthly tales of what their neighbors are doing and maybe once a year there is a big battle. I’m sure they also like having champion levels and getting their own units. I run a domain turn every four sessions. Our sessions are short (about 3h) and we have a full table practically every time (6 players) and players will run multiple characters (2–3) and they’re all getting into champion levels. That’s why the player faction is huge, by now. That means I’ve been expanding the map and I’ve started thinking about adding more domains that can band together and pose a new challenge. At the same time, I fear the bookkeeping. So, what am I to do? I certainly won’t move into a more detailed system like Adventure Conqueror King. Are there alternatives to just winging it? Should I simply fall back to the Rules Cyclopedia, using the War Machine, hiring armies using gold, securing allies using boons and favors? Or should I buy Other Dust? I hear that it has a chapter that goes into Groups. Apocalypse World fronts? How much effort is it to run? I’ve heard speak about Other Dust. Anybody else?
To give you an idea of my game, here are some links to my German campaign wiki.
- the domain of my players with all the champion level units
- a new domain of planar dwarves that hate one of the player characters in particular
- a typical page with the events of a domain turn
The first section lists the output of sages the players hired; the second section is monsters and the like from lairs as per An Echo Resounding; the third section is other domains taking their turns as per An Echo Resounding; the fourth section is the player domain taking their two turns; the last section is a list of open plots.
I’m starting to feel a little overwhelmed and now I need a way to reduce the work load.
+Andy Bartlett said:
If your PC domain is growing in power, is it time for some of the smaller NPC domains to fade into obscurity, at least as far as dicing out their actions is concerned?
+Kevin Crawford said:
When player domains start to become big fish in small ponds, you generally just want to increase the pond size. Are they the hegemon in their region? Okay—scale everything up, as given in the advice on page 43 of the book. Their multi-location domain becomes a single site on a now-larger mapboard, where their competitors are a relative handful of other equal-sized regional hegemons, with old rival domains turning into single locations with flavor text, an appropriate Obstacle, and no further existence under the domain rules. That’s what I’d do in your shoes.
I don’t know. That would allow me to drop the smaller domains, but the larger domains would continue with the endless lists of assets and units. I think this is the point where I’m starting to like Chris Kutalik’s approach he described in Rethinking Domain-Level Play in the Hill Cantons:
NPC advisers carrying and hiding most of the actual domain business (by being “clicked on”) and presenting decision points that gave players choice without swamping the site-based adventure that is D&D’s main thing.
I’ll have to think of something.
Do you use creatures that gate in more creatures like the demons and devils of AD&D? Did you like the effect at the table? Would the new arrivals also gate in more creatures?
The reason I’m asking is because I just stumbled upon the following: “Even though the Abyss is a deadly plane where a single misstep can lead to disaster, In the Abyss isn’t intended to be a PC death trap. To keep the adventure challenging without making it too deadly, use the following guidelines when employing the tanar’ri gate ability: If the number of character levels in the party totals 48 or less, ignore gating (figuring that the creatures the PCs encounter are unwilling to become indebted to other creatures by gating in reinforcements). If the party’s levels total 49 to 60, roll for gating only when the text in an encounter calls for it. If the party’s levels total 61 or more, most tanar’ri the PCs meet should try to gate in reinforcements immediately, and gate attempts called for in the text should automatically succeed. However, fiends that have been gated into an encounter shouldn’t use their own gate abilities unless the PCs are making quick work of it all.” (In the Abyss, p. 3)
I’m also curious regarding your thoughts on this encounter difficulty fuzzing by the referee. It’s something I dislike intensely. At the same time, however, monsters with gate abilities are super swingy: a push over, or a great challenge, but as soon as you gate something in and suddenly: total party kill material. To me, this basically implies a strategy similar to fighting dragons: you essentially need to gain surprise, initiative, make sure to buy extra time using spells, and kill it before it gets to use its special abilities. When I was younger, I hated this. “I didn’t even get to use all it’s awesome abilities!” was a common complaint I had. Now I’ve finally determined what this is all about: some special abilities are there for role-playing encounters: telepathy and friends, basically. The shock and awe powers, however, basically just describe the kind of total defeat you’ll experience if you make the wrong choices, if you don’t prepare for your battles. That works for me.
Zak says on his blog, that “[…] a poem should be more than sufficient to describe a setting.”
The rusting earth is warm and breathes
The earth churns and in the depths we breed
Lick water from stone
Suck marrow from bone.
We burned down every hall of gold
Melted down every statue, broke everything we got
Now all we have is mold
We work the earth and rot.
I am not happy.