Inspiré par une discussion en cours sur le forum du Donjon du Dragon (au sujet des connaissances du joueur opposées à celles du personnage, sujet de discorde par excellence), je me suis replongé dans les trois petits livrets bruns, et plus spécifiquement Men & Magic pour aller relire la description et les bonus octroyés par les six caractéristiques qui définissent le personnage. Et cette lecture a été édifiante, je dois l'avouer.
Tout d'abord, l'ordre dans lequel elles sont présentées (qui a a été conservé dans les éditions un tant soit peu old-school de D&D) est révélateur. Il ne s'agit pas des trois caractéristiques physiques puis des trois autres mentales, mais c'est plutôt les trois caractéristiques primaires qui ouvrent le bal (prime requisite), càd Force (pour les combattants), Intelligence (pour les utilisateurs de magie) et Sagesse (pour les clercs). Toutes trois déterminent le bonus (ou malus) d'expérience. La Force et la Sagesse n'offrent rien d'autre (il est juste fait mention dans Underworld and Wilderness Adventures que les personnages particulièrement petits ou faibles n'ouvrent les portes que sur un 1, sans autres précisions), contrairement à l'Intelligence de laquelle on déduit le nombre de langues. Pas de sorts supplémentaires, de bonus aux dégâts ou encore au toucher.
Suivent ensuite les trois caractéristiques secondaires, c'est-à-dire Constitution, Dextérité et Charisme déterminant des bonus ne touchant pas aux gains de points d'expérience, et concernent respectivement points de coup/résistance, tirs de projectiles et nombre de suivants/loyautés d'iceux-là/réactions initiales.
Il apparaît clairement que l'Intelligence et le Charisme sont les deux caractéristiques les plus utiles du jeu old-school (alors que c'est précisément ces deux-là que les préjugés sur la vieille école qualifie peu respectueusement de dump stats) puisque touchant chacune à deux domaines importants : les langues indispensables pour communiquer avec les monstres qui n'ont que 20% de chances de parler le commun et l'expérience (qui se passe de commentaires) pour l'Intelligence ; les suivants très importants pour les combats (la survie des personnages joueurs en dépend !) et les réactions des monstres/PNJ pour le Charisme !
De plus, il est amusant de constater que ces deux caractéristiques sont dites mentales et qu'un des arguments de ceux qui privilégient les capacités des personnage contre celles des joueurs (jets de connaissances, compétences etc.) est que ces caractéristiques dites mentales sont inutiles, ne couvrent que des domaines trop réduits et méritent qu'on les revalorise par cette prévalence des capacités [dont mentales] des personnage !
PS : Au fait, je souhaite la bienvenue du coté français à Marc de Grinçomanoir. Voilà qui porte mon nombre de suivants à 9. Le niveau supérieur n'est pas loin !
***
Inspired
by an ongoing discussion on the forum of Le Donjon du Dragon (about
player capability opposed to character capability, the ultimate point of
contention), I read in Men & Magic the description and bonuses granted by the six abilities that define the character. And this reading was enlightening, I must admit.First,
the order in which they are presented (which has been kept in most of later old-school
editions) is revealing. It
is not the three physical abilities first and then the three mental abilitiels, but
rather the three primary requisite that open the show,
ie Force (for fighting-men), Intelligence (for magic users) and Wisdom (for clerics). All three determine the experience bonus (or malus). Strength
and Wisdom offer nothing else (it's just mentioned in Underworld and
Wilderness Adventures that particularly small or weak characters open
the doors on a 1, without further details), contrary to Intelligence
from which the number of languages known by the character is deduced. No additional spells, damage or hit bonuses.
Then
follow the three secondary characteristics, ie Constitution, Dexterity,
and
Charisma determining the bonuses that are not related with experience
points, respectively hit points / resistance, missile fire and
number of hireligns / their loyalty / reaction rolls.
It
is clear that Intelligence and Charisma are the two most useful
abilities in a old-school game (although it is precisely these two
abilities that are called disrespectfully "dump stats" by modern gamers)
since each is
touching two
major areas: languages needed to communicate with monsters which have
only a 20% chance to speak common, experience (which speaks for
itself) for Intelligence, hirelings very important for survival and monster reactions for Charisma!
Moreover,
it is ironic that these two abilities are known as mental and
one of the arguments of those who favor character capability against player capabilty (knowledge rolls, skills, etc.) is that these so-called mental
characteristics are useless and deserve revalues by the prevalence of character capability !
PS : I would like to to welcome Tenkar, innkeeper of some renown, and Philip Rice on the English side of the blog. Have a nice read!
And incidentally, I'm about to level up.
Réflexions et matériel pour les versions "old-school" de D&D, en anglais et en français. Thoughts and material for old-school D & D, in both English and French.
lundi 19 août 2013
vendredi 16 août 2013
Le Monde selon OD&D et ses Suppléments / Implied Setting of OD&D and its Supplements
Nicolas "snorri" Dessaux, depuis quelques années, mettant sa profession d'archéologue au service de sa passion pour D&D, a dépeint plusieurs cadres d'aventures, que cela soit en le construisant à partir des implications des monstres d'un manuel de créatures, comme The Lost Land of Mêm (Mêm faisant directement référence au sigle du Manuel des monstres, c'est à dire MM, transformé en Mêm) et les Terres malveillantes (du Fiend Folio), ou en les déduisant de toutes les publications effectués à ce jour et en séparant ce qui est un ajout tardif de ce qui ne l'est pas avec le Known World. Wayne Rossi (de Semper Initiativus Unum) a fait de même pour son blog en décrivant ce que devrait être l'univers d'OD&D selon les indications des trois livrets bruns.
Aussi, puisque que je me suis récemment plongé intensivement dans les quatre Suppléments d'OD&D, je pense qu'il est possible d'en faire quelque chose en se servant de tout le matériel pour en déduire une région (ou un plan d'existence, qui sait !) par Supplément pour apporter un éclairage original sur leur contenu (voire même rendre jouable les univers qui sous-tendent leurs ajouts) et peut-être inspirer quelques-uns de mes lecteurs en quête d'inspiration pour créer leur propre cadre de campagne...
***
Aussi, puisque que je me suis récemment plongé intensivement dans les quatre Suppléments d'OD&D, je pense qu'il est possible d'en faire quelque chose en se servant de tout le matériel pour en déduire une région (ou un plan d'existence, qui sait !) par Supplément pour apporter un éclairage original sur leur contenu (voire même rendre jouable les univers qui sous-tendent leurs ajouts) et peut-être inspirer quelques-uns de mes lecteurs en quête d'inspiration pour créer leur propre cadre de campagne...
***
Nicolas "snorri" Dessaux, in the past few years, putting his profession as an archaeologist in the service of his passion for D&D, depicted several original settings as The Lost Land of Mêm and The Malicious Lands based respectively on the Monster Manual and the Fiend Folio. Wayne Rossi (from Semper Unum Initiativus) did the same on his blog, describing what should be the OD&D Setting as directed by the three little brown books.
Also, since I have recently dived extensively in the four supplements of OD&D, I think it is possible to do something by using all the material to deduce therefrom a region (or a plane of existence, who knows!) by Supplement to bring new light on their content (even make their underlying universes playable) and maybe inspire some of my readers in search of inspiration to create their campaign setting...
Also, since I have recently dived extensively in the four supplements of OD&D, I think it is possible to do something by using all the material to deduce therefrom a region (or a plane of existence, who knows!) by Supplement to bring new light on their content (even make their underlying universes playable) and maybe inspire some of my readers in search of inspiration to create their campaign setting...
jeudi 1 août 2013
Alignment Languages
Today I am dealing with a particularly controversial subject: the alignment languages! Wayne Rossi of Semper Initiativus Unum spoke about it a month ago here (but I just read his post yesterday beacause I am especially in arrears in reading blogs I usually follow). This post is very interesting, I advise everyone to take a look at it. However, the author evade the main question about alignment languages, ie their credibility in a fantasy world. It is on this point that I'm going to focus.
To start, here is the authors' paragraph about them :
In reality, what is the closest thing to a language alignment is a religious language (which in itself is not so surprising that alignment in Tolkien or Morcook are closely linked to gods - Valars - or divine creatures - Sauron, Lords of Chaos/Law -). To get closer to the conflict between alignments as presented in OD&D or Chainmail, let's take the example of the Crusades. In those times and those places, speaking Latin in front of a Saracen amounted to a death sentence. The Latin being a dead language used only for the Catholic religion, it is closer to me as to what an alignment language should be : the basic peasant knowing only a few words in Latin (Amen, in nomine Patris, Filii and and Sancti Spiritus) but sufficient (with a few other indications, such as the sign of the cross) to be recognized as Roman Catholic, while priests and scholars being able to have religious debates in that language.
So, based on these two examples (Latin and Black Speech), this is how I play alignment languages: except priests and scholars (and possibly some races or monsters with superior intelligence) of the specified alignment, creatures know only a few phrases, words, and liturgical formulas in their alignment language, which is sufficient for be recognized as being of this alignment, but not enough in most cases to discuss (which adds a language barrier to deal with the monsters of the same alignment).
Does this sounds good for you ?
To start, here is the authors' paragraph about them :
Law, Chaos and Neutrality also have common languages spoken by each respectively. One can attempt to communicate through the common tongue, language particular to a creature class, or one of the divisional languages (law, etc.). While not understanding the language, creatures who speak a divisional tongue will recognize a hostile one and attack.To establish the credibility of alignment languages it is necessary to find precedents or analogous situations in real life and works that inspired D&D. The most frequently cited literary example is Tolkien's Black Speech. But be aware that this creation of Sauron is not spoken by all creatures of Mordor: only a few elites speak it perfectly, while a mob of orcs stammer a patois crossed with Black Speech. Yet it is a good example of a language alignment: only evil creatures speak it more or less (with the exception of some divine creatures, like Gandalf), and it produces an effect of disgust and repulsion on all other races (because of their different alignment).
-Dave Arneson & Gary Gygax, LBBs.
In reality, what is the closest thing to a language alignment is a religious language (which in itself is not so surprising that alignment in Tolkien or Morcook are closely linked to gods - Valars - or divine creatures - Sauron, Lords of Chaos/Law -). To get closer to the conflict between alignments as presented in OD&D or Chainmail, let's take the example of the Crusades. In those times and those places, speaking Latin in front of a Saracen amounted to a death sentence. The Latin being a dead language used only for the Catholic religion, it is closer to me as to what an alignment language should be : the basic peasant knowing only a few words in Latin (Amen, in nomine Patris, Filii and and Sancti Spiritus) but sufficient (with a few other indications, such as the sign of the cross) to be recognized as Roman Catholic, while priests and scholars being able to have religious debates in that language.
So, based on these two examples (Latin and Black Speech), this is how I play alignment languages: except priests and scholars (and possibly some races or monsters with superior intelligence) of the specified alignment, creatures know only a few phrases, words, and liturgical formulas in their alignment language, which is sufficient for be recognized as being of this alignment, but not enough in most cases to discuss (which adds a language barrier to deal with the monsters of the same alignment).
Does this sounds good for you ?
mercredi 31 juillet 2013
L'Alignement à OD&D
French translation of this post.
Un sujet classique, sans aucun doute...
Que disent les trois livrets bruns à son sujet ? Très peu de choses, mais comme à l'ordinaire, très intéressantes. Les auteurs, Gygax et Arneson, fournissent simplement, comme ils disent, des lignes directrices. Des lignes directrices cryptique que le lecteur doit décoder pour s'imprégner de l'esprit des règles originales. Bon, quelques citations maintenant :
Divisional quant à lui est très instructif : une division est entre autres "une des parties, sections ou groupes en lesquelles quelque chose est divisé", "une unité militaire plus petite qu'un corps mais est autonome et équipé pour des activités de combat prolongé" et "une séparation en factions ; désunion" (Dictionnaire Oxford). Donc, l'alignement (interprété selon le livre) est une division militaire en plusieurs factions à cause de "vues politiques" (intrinsèques ou non). Nous sommes de retour à l'ère des wargames (Chainmail, la First Fantasy Campain d'Arneson et sa liste d'armée dépendant de l'alignement) : des races soutenant militairement une des factions en lutte (les hommes et plusieurs autres races de créatures sont divisées là-dessus). Pensez à une guerre civile... ou mieux, à Ragnarök !
Les Trois Alignements Apocalyptiques de Jeff Rients. Choisissez votre camp : les Asgardiens, les Grands Anciens ou la sauvagerie ?
Attendez... vous avez parlé de Grands Anciens ?
Un sujet classique, sans aucun doute...
Que disent les trois livrets bruns à son sujet ? Très peu de choses, mais comme à l'ordinaire, très intéressantes. Les auteurs, Gygax et Arneson, fournissent simplement, comme ils disent, des lignes directrices. Des lignes directrices cryptique que le lecteur doit décoder pour s'imprégner de l'esprit des règles originales. Bon, quelques citations maintenant :
"Before the game begins it is not only necessary to select a role, but it is also necessary to determine what stance the character will take - Law, Netrality, or Chaos. [...] One can attempt to communicate through the common tongue, language particular to a creature class, or one of the divisional languages (law, etc.). [...] Monsters can be lured into service if they are of the same basic alignment as the player-character ..."Deux termes se détachent du lot : "stance" et "divisional". Stance, selon le Dictionnaire Oxford signifie "l'attitude d'une personne ou d'une organisation envers quelque chose ; un point de vue ". Donc l'alignement est l'attitude d'un monstre/personnage par rapport à quelque chose (quoi ? ). Ce n'est ni un trait de caractère, ni une façon de se comporter. C'est plutôt à rapprocher d'une opinion politique.
-Gygax & Arneson, OD&D : Men & Magic (emphasis added).
Divisional quant à lui est très instructif : une division est entre autres "une des parties, sections ou groupes en lesquelles quelque chose est divisé", "une unité militaire plus petite qu'un corps mais est autonome et équipé pour des activités de combat prolongé" et "une séparation en factions ; désunion" (Dictionnaire Oxford). Donc, l'alignement (interprété selon le livre) est une division militaire en plusieurs factions à cause de "vues politiques" (intrinsèques ou non). Nous sommes de retour à l'ère des wargames (Chainmail, la First Fantasy Campain d'Arneson et sa liste d'armée dépendant de l'alignement) : des races soutenant militairement une des factions en lutte (les hommes et plusieurs autres races de créatures sont divisées là-dessus). Pensez à une guerre civile... ou mieux, à Ragnarök !
Les Trois Alignements Apocalyptiques de Jeff Rients. Choisissez votre camp : les Asgardiens, les Grands Anciens ou la sauvagerie ?
Attendez... vous avez parlé de Grands Anciens ?
"Alignment on the planet of Carcosa is defined solely by one’s stance towards the Great Old Ones. Nothing else is considered. All behaviors, including the most noble and altruistic as well as the most vile and despicable, are found amongst all three alignments. Similarity of alignments does not necessarily indicate friendship, and opposite alignments does not necessarily indicate enmity. For example, nothing is unusual in a lawful man and a chaotic man joining forces to defeat a lawful foe."Oui, il s'agit bel et bien d'une stance (position en français). Choisissez votre camp et laissez tomber toutes ces interdictions et ces comportements imposés. Choisissez OD&D !
-Geoffrey MacKinney, Supplement V : Carcosa (emphasis added).
mardi 30 juillet 2013
Update II !
Dernièrement, j'ai travaillé sur la version 2 d'Epées et Sorcellerie. Ma contribution au livre de règles étant terminée (j'ai une petite surprise en cours de finalisation histoire de marquer le coup de la parution de la version 2, mais chuûut !), je suis de retour sur la blogosphère pour quelques jours, avant de re-disparaître pour deux semaines (avec connexions irrégulières et sûrement pas de messages). Fin août, les choses redeviendront normales !
Dans les les prochains jours, je publierai principalement des traductions en français* de mes posts anglais populaires (sur les alignements par exemple).
*Dédicacés pour Marc de Grinçomanoir !
***
Lately, I've been workin' on E&S v2. I finished what I was doing for the rulebook (I have a little surprise for the release of version 2, but hush !), I'm back on the blogosphere for a few days before re-away for two weeks (with irregular connections and certainly not posts). In late August, things will return to normal!
In the coming days, I will publish mainly French translations of my popular English posts (on alignments for example). But I'll try to write content for my English readers.
Cheers !
Dans les les prochains jours, je publierai principalement des traductions en français* de mes posts anglais populaires (sur les alignements par exemple).
*Dédicacés pour Marc de Grinçomanoir !
***
Lately, I've been workin' on E&S v2. I finished what I was doing for the rulebook (I have a little surprise for the release of version 2, but hush !), I'm back on the blogosphere for a few days before re-away for two weeks (with irregular connections and certainly not posts). In late August, things will return to normal!
In the coming days, I will publish mainly French translations of my popular English posts (on alignments for example). But I'll try to write content for my English readers.
Cheers !
mercredi 19 juin 2013
Update !
Ces derniers temps, je n'ai pas de temps à consacrer à mon blog. Mais je reviendrais très prochainement avec je l'espère plein d'idées extravagantes !
Au plaisir.
***
Lately, I do not have enough time to devote to my blog. But I would return very soon !
See you, guys.
Au plaisir.
***
Lately, I do not have enough time to devote to my blog. But I would return very soon !
See you, guys.
samedi 8 juin 2013
[Carcosa] Angular Shapeshifter
Angular Shapeshifter. # Appearing: 1; AC 9; Move 9/12; HD 15; % in Lair: 99%; Treasure: Nil.
The Non-Euclidean Formulas: This five-hour ritual will conjure the Angular Shapeshifter. The sorcerer must perform the ritual while writing hermetic calculations on the tanned skinned of five Bone Men flayed with an obsidian knife whose knob is set with a red opal worth at least 2,000 gp. As the ritual is completed, the sorcerer must ignite the skins with Greek fire. Then the Angular Shapeshifter will appear.
The Fifty-fourth Dark Theorem: This ritual takes 5 minutes to complete. At the end of the recitation, the sorcerer must attract the Angular Shapeshifter in a pool filled with honey. Once it is fully submerged, the Angular Shapeshifter will return to the interstellar void.
Sublimation of the Highest Dimension: This one-hour ritual can be performed only during a total solar eclipse in the Icy Wastes. The sorcerer, the face smeared with the blood of a throat cut Jale child, must fire a Neodymium ray towards the Sun. At the ritual’s end, the Angular Shapeshifter will obey the sorcerer at daytime until the next solar eclipse.
The Spherical Perfection: To complete this twenty-minute ritual, the sorcerer must be at the center of a circle formed by the skulls of seven sorcerers he defied and killed on top of which he has placed seven candles made with grease levied on Green virgins. The candles then burn for twenty minutes whereafter the Angular Shapeshifter is trapped in the molten core of Carcosa. But if a candle burns too fast, too slow or turns off the sorcerer spontaneously ignites and melts like a candle, slowly drying out in atrocious suffering.
Obliteration of the Null Polytope: This nine-hour ritual can be performed only in hex 0808 in the largest crater of a very old volcano. There, the sorcerer must cast five blind and albino Dolm men in the fiery pit as he psalmody mysterious formulas.He must then pour three ounces of virgin quicksilver (collected in a basin of hex 0204) in the lava. During the ritual, the volcano will erupt while the Angular Shapeshifter, buried deep in the liquid core of Carsosa, struggles, plagued with unspeakable torments. At the ritual’s end, the Angular Shapeshifter will be bound to the sorcerer’s will for the next solar year.
The Non-Euclidean Formulas: This five-hour ritual will conjure the Angular Shapeshifter. The sorcerer must perform the ritual while writing hermetic calculations on the tanned skinned of five Bone Men flayed with an obsidian knife whose knob is set with a red opal worth at least 2,000 gp. As the ritual is completed, the sorcerer must ignite the skins with Greek fire. Then the Angular Shapeshifter will appear.
The Fifty-fourth Dark Theorem: This ritual takes 5 minutes to complete. At the end of the recitation, the sorcerer must attract the Angular Shapeshifter in a pool filled with honey. Once it is fully submerged, the Angular Shapeshifter will return to the interstellar void.
Sublimation of the Highest Dimension: This one-hour ritual can be performed only during a total solar eclipse in the Icy Wastes. The sorcerer, the face smeared with the blood of a throat cut Jale child, must fire a Neodymium ray towards the Sun. At the ritual’s end, the Angular Shapeshifter will obey the sorcerer at daytime until the next solar eclipse.
The Spherical Perfection: To complete this twenty-minute ritual, the sorcerer must be at the center of a circle formed by the skulls of seven sorcerers he defied and killed on top of which he has placed seven candles made with grease levied on Green virgins. The candles then burn for twenty minutes whereafter the Angular Shapeshifter is trapped in the molten core of Carcosa. But if a candle burns too fast, too slow or turns off the sorcerer spontaneously ignites and melts like a candle, slowly drying out in atrocious suffering.
Obliteration of the Null Polytope: This nine-hour ritual can be performed only in hex 0808 in the largest crater of a very old volcano. There, the sorcerer must cast five blind and albino Dolm men in the fiery pit as he psalmody mysterious formulas.He must then pour three ounces of virgin quicksilver (collected in a basin of hex 0204) in the lava. During the ritual, the volcano will erupt while the Angular Shapeshifter, buried deep in the liquid core of Carsosa, struggles, plagued with unspeakable torments. At the ritual’s end, the Angular Shapeshifter will be bound to the sorcerer’s will for the next solar year.
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