The Specialist class in the Old World

Probably the biggest oddity of the Lamentations of the Flame Princess system that makes it stand apart from any other versions of the Basic/Expert rules of D&D is the specialist class. It takes the position of the traditional thief class but attempts to be a lot more than this narrow character archetype. LotFP really only uses the rules of D&D but does not attempt to retain its style. In fact, it very much gets away from that to be a more generic system. (Which is part of what attracts me to it.)

The specialist is an attempt at greater versatility. You can easily make your specialist a thief, but you don’t have to. By focusing on other abilities you can also use the class to represent a range of characters who would not outright be considered combatants. Which I find very interesting as a possible character concept in a 16th or 17th century campaign that is more about being smart than fighting battles.

But in a setting like the Old World? This setting is very much Sword & Sorcery with a more hopeful outlook. And Sword & Sorcery is all about… well, swords and sorcery. What’s a noncombatant character to do in such a campaign?

One of the nice things about LotFP is that every character can pick up any weapon and put on any armor and use them. A specialist who is dressed in armor and has a spear or bow in hand fights just as well as any nonheroic warrior. Better actually, with a +1 bonus to attack rolls. And as the character gains more levels, hit points and saving throws keep improving, so even without the bonus to attack that fighters (and scouts) get, you’re still not completely useless in a fight. Quite far from that, actually. As a specialist you won’t be the big ass dragon slayer your fighter friends are, but you’re not limited to stand in a corner and wait until the fight is over. In the LotFP system, clerics, dwarves, nd halflings (which are not classes in the Old World) all fight only just that good as well.

But when does a specialist actually do shine in this setting? When is a specialist better than any other characters in the party? I spend a good amount of time thinking about characters from fiction with dynamics similar to what I have in mind who would make good examples for the specialist class. There weren’t a lot but the two main examples I found are Leia from Star Wars and Naomi Hunter from Metal Gear Solid. And no, it’s not a coincidence: Almost all specialist type characters from pulp-style fiction I could think of are women. That’s how competent female characters in the 30s worked and how it was retained by works that aimed to capture the style. Which is not really a bad thing for a single character. It’s only unfortunate when you end up with all the men as warriors and all the women as clever manipulators. Some sharing between the two is all I want to see. But I think it’s actually a very interesting and fun character archetype.

One thing that almost all these characters have in common is that they are smart and good at talking, which is generally their primary special power. OSR type games usually don’t address that. And I am mostly very much in agreement with that. When you have a group of people together verbally discussing and describing the actions of their characters, then it becomes necessary to rely on abstract game mechanics to represent combat actions, but it makes little sense to do the same thing when their characters are talking. You’re already talking so just say what your character is saying. However, the side effect of this approach is that it really comes down entirely to the players how a conversation with an NPC turns out with the players’ characters making no difference. Having some kind of Persuasion skill for the specialist class would be nice, but it should also be in a way that does not negate the need and purpose of talking with NPCs.

A potential solution to this mismatch of goals is the Angry GM’s advice to not let the players roll any dice when the result won’t make a difference. Say the players talk to a chief and make an offer of alliance which the chief likes. Why roll dice if the players can convince him, he already wants to agree! Or the players make an offer that goes completely against the goals of an NPC. Again,it would be nonsensical to have a player mae a dice roll with a chance of only 2% to succeed. Instead a die roll should be made in situations when the GM just doesn’t know what should happen. Say the players make an offer or demand that the NPC doesn’t really care for but also isn’t fundamentally opposed to. That’s a good situation to call for a roll. For regular characters, the odds to make such a roll is only 1 on a d6, which will mean mostly failures. 1 in 6 is really quite bad so it really makes sense to only have the players roll on these things when you think it probably won’t work but they might get lucky. But specialists have the unique feature of being able to improve the odds of any such skill by one every level and become really good at it.

One benefit of such an approach to specialist skills is that players don’t get to say “I make a Persuasion roll”. In any situation the players first have to talk with the NPCs and at the end the GM decides, based on how the conversation went, whether the NPC has been won over or refuses, or if he wants a player to make a roll for Persuasion.

This is also the same way I approach the Stealth skill. Any character can attempt to be sneaky and for as long as they don’t get close to any guards or stay out of sight this will usually work, no roll required. Sneaking up on a guard in a lit empty corridor while he’s looking in the character’s direction is impossible. But occasionally you might have a player who wants to sneak right up to a guard while there is no loud noises nearby and it would be a minor miracle to pull off. That’s when a role is made. For a fighter with only a 1 in 6 chance this is grasping at straws, but there are many situations where this has to be good enough. But a specialist with a chance of 5 in 6 this might actually be a decent chance to take even without great pressure.

However, I think for my own campaign I am going to remove the option to bring a skill to a chance of 6 in 6, which means that on a 6 a second d6 is rolled and only a second 6 means failure. That’s a chance of failure of only about 3%, which really is too close to being negligible for me. Getting people who are on the fence to come around 80% of the time is already really damn good. You don’t need to be able to impove it to 97%.

War Cry of the Flame Princess: The Scout

I retroactively added this post to the WCotFP series.

Earlier this year many people have been writing about the cleric class being an oddity unique to Dungeons & Dragons that doesn’t really fit in most other fantasy settings and seems rather inappropriate. Priests in other fictional worlds never really look and behave like that, and especially in the early edition a great amount of spells are taken from biblical miracles. There seems to be some move to not use the cleric class and instead represent priests and shamans through alternate spell lists for the magic-user class. I am fully behind that.

That leaves you with the now very well established scheme of warrior, mage, and rogue, which you’ll find almost everywhere in fantasy gaming. And I have to say, I also don’t like rogues.

han-lando
Scoundrels on the other hand are a completely different story.

The thief class for D&D was a later addition that didn’t exist yet in the first release of the game but was added very soon after. And in hindsight this move made many people angry and was seen as a move in the wrong direction. But the effect that the introduction of the thief meant that fighters and mages no longer had any reason to try to deal with traps or scout ahead because now there was someone who was always much better at it then them is not my main problem with the archetype. The original thief class had a clear identity but soon people wanted the thief to be good at fighting as well which lead us to the current form of the rogue. And rogues don’t really know what they want to be. The thief aspect has largely vanished and instead we have a fast fighter with light armor, who does huge damage with special attacks, or could be an archer. That takes away almost everything the fighter had left except for heavy armor. In a campaign with knights that’s not necesaarily a problem, but when you play in a setting that doesn’t have heavy armor or huge weapons, what is left? This was one of the reasons that made me pick Lamentations of the Flame Princess as my current system of choice, as its specialist class is meant to be neither great at fighting, nor required to be a thief.

But still, I am not fully happy with that. For my Old World that is full of barbarian warriors and made for adventures mostly set in the wilderness, the specialist seems a bit too flimsy to represent a hardened adventurer and the fighter too simple to represent the more skilled and sneaky hunters. On Dragons Gonna Drag, Justin presented the idea of merging the fighter and specialist classes together. But I really like classes and am already down to only three of them, so my idea is to do something similar but opposite.

drow_xendrik

One of the greatest idea I’ve seen for the warrior, mage, rogue archetypes is in Star Wars Saga Edition which has the soldier, scout, scoundrel, and noble classes as a spectrum of different approaches to fighting character and skilled characters. Neither the scoundrel nor the noble are exactly thieves, and the scout is something different than just a fighter/thief. And so I decided to come up with some kind of scout class that represents a more sneaky kind of warrior than the fighter.

One idea I’e seen a while back is that the halfling class would make a pretty good base for a Basic ranger. And while looking around for some more ideas I discovered that this is pretty much exactly what Adventurer Conqueror King did with the explorer class. It’s pretty much the B/X halfling with a different name. That’s also what I ended up doing.

Level Hit Points Attack Bushcraft Stealth
1st 6 +1 3 in 6 2 in 6
2nd +1d6 +1 3 in 6 2 in 6
3rd +1d6 +2 3 in 6 2 in 6
4th +1d6 +2 4 in 6 3 in 6
5th +1d6 +3 4 in 6 3 in 6
6th +1d6 +3 4 in 6 3 in 6
7th +1d6 +4 5 in 6 4 in 6
8th +1d6 +4 5 in 6 4 in 6
9th +1d6 +5 5 in 6 4 in 6
10th+ +2/level +5 6 in 6 5 in 6

Creating a scout class for LotFP turned out to be pretty quick and painless. The basic frame is once again the halfling class with the addition of an attack bonus half that of the fighter (other classes im LotFP always remain at +1) and the saving throws taken from the dwarf class (which covers a wider range of levels) and reduced by 2. Since it’s a scout class, the Bushcraft skill of the halfling is retained, but it also gains the Stealth skill with a chance of 1 lower than Bushcraft and not the flat 5 in 6 chance in wilderness environments that halflings have. A scout also can make a sneak attack for double damage with no option to increase like a specialist does.

And there you pretty much have it. I am considering giving also a 2 in 6 chance for Search and Climb, as it would fit the theme, but right now I am somewhat uncertain whether that might be a bit too much. Compared to the fighter the higher saves should even out with the lower hit points, which leaves all the skills compensated only by the reduced bonus to attack. But overall I am very happy with the class and it really took only about an hour to make, including research.

Old World Adventures

With my last two post having been about antagonists in the Old World and creating campaign settings to be ideally suited to run adventures in them, I’ve spend the last days thinking about what adventures specifically could take place in the Old World.

Here are a few basic adventure plots for which I want to create a good selection of sample locations and backgrounds. I believe that adventures should be very much tailored to the setting in which they take place to make the campaign feel truly distinctive and the worldbuilding feel more than just cosmetic. Not every adventure can work in every setting and in a world with little civilization and without most of the institutions of ancient and medieval society a setting like the Old World is particularly restricted. But even when the campaign might be just about barbarian hunters in the wilderness, there’s still quite a lot you can do other than fighting other clans and searching for food. The following adventure types should all be working in any Old World campaign, whether it’s set in the vast frozen emptiness of Venlad or in the sorcerous city states of Senkand.

  • Defending against Raiders: The old classic. The Seven Samurai. The Thirteenth Warrior. A community is under regular attacks by an enemy they can not defeat through their own strength so they turn to the heroes to protect them in their hour of need. The antagonists can be either clanless outcasts or a rival local clan, or even reavers coming across the sea while the heroes happen to be around. Usually a pretty straightforward affair, but it can all be made more interesting by having the attackers kidnap prisoners, giving them complex motivations for their raids, or splitting them into multiple groups with slightly different motivations.
  • Hunting a Beast: Also incredibly oldschool. A dangerous beast or a group of them has come to the area and poses a serious danger to the locals. The heroes have to find its lair or lure it into a trap and somehow get rid of it for good. Which can turn out rather more complicated than that in a wide range of ways. Understanding the nature of the creature and anticipating its moves is key to overcoming it.
  • Hunting an Enemy: The person in question might be an assassin who must be caught before murdering someone or a criminal who is on the run. Alternatively the heroes might be tasked with kidnapping or killing an enemy leader to help their allies win a larger conflict.
  • Scouting New Locations: The leaders of the settlement have learned about the existance of a previously unknown ruin or cave, or a hidden path to an unexplored valley and they want to know more about what’s inside them. Whether they could be dangerous or may hold anything of value to their people that should be claimed before someone else does. A task best suited for experienced explorers who are capable of dealing with whatever they might find. As settlements in the Old Worldare few and far between, new places can still be found everywhere, even just a few hours outside of a major port city. Since it’s meant to be an adventure for the players there should be something worth telling tales about. People like exploration, but it’s not the act of exploring that is fun, but the joy of discovery. Even when you don’t know yet what it is you will find. A well done exploration should include a regular series of discoveries that each hint that there is more to find if the heroes press on instead of turning back, even when that would be the reasonable course of action. The discovery near the ens of the exploration can be almost any of the other items on this list, with the difference that the players don’t know what it is until they find it.
  • Calming Angry Spirits: The spirits of nature are a major feature of the Old World, and one that should regularly appear in most adventures in some capacity. In adventures of this type they take the center stage. Somehow the actions of people have upset the peace with the local spirits, putting the survivial of any nearby villages at risk. The heroes have to find out what angered the spirits in the first place and put an end to the offence, and then find a way to appease the spirits’ anger. There’s a lot of things that someone might have done to offend the spirits, which can be unique for any agreement between a spirit and a settlement. The offense might have been an accident, a crime that was hidden from other people but did not went unnoticed by the spirits, or a deliberate attack by a hostile group. Village shamans might be able to learn the general nature of the spirits’ anger, but to truly understand what upset them and to fix the conflict someone has to visit and investigate the sites of the offenses in person. Which can often be a highly dangerous task in itself and too big for a simple shaman to handle.
  • Uncovering malicious Sorcerers: Sorcery has a corrupting influence on the minds and the hearts of those who practice it and who are falling under its spell. Raiders, wild beasts, and angry spirits are a constant threat to any village or town, but sorcery is a threat that can strike from the inside and be just as devastating. Except for the city states of Senkand and distant Kemesh, sorcerers always practice their craft in secret as few people are willing to tolerate them in their midst. Witches are already highly suspect and rarely fully trusted, but signs of the much darker magic of sorcery are usually treated as major threats to be dealt with before it can do greater damage and doom everyone. To most people it makes no difference whether a sorcerer is actively trying to corrupt and control the leaders of their community. Once their existance is discovered there will be no rest until the hidden threat is dealt with for good.
  • Breaking a Curse: In many ways this is quite similar to dealing with both angry spirits and nefarious sorcerers. The heroes become aware of a curse that lies on a place or group and people and are tasks with putting an end to it. Usually this means there has to be an investigation of how the curse started in the first place, what exactly it is doing, and how it can be reversed. Often the curse is some kind of haunting by a raving spirit, but sometimes it is the work of a witch or sorcerers who deliberately drove the spirits to such hostile behavior. The spirits might be able to tell, but often it is very difficult to get them to reveal their reasons unless the original source of the curse is discovered and a method found to force the spirits to show themselves and state the conditions to stop their haunting.
  • Recovering a Relic: Most often these adventures take the form of learning about a magic item that is located in some kind of dungeon and has not yet been claimed. The most plausible source for such information in the Old World are spirits who know about the item but have no interest in it themselves. Though conversations with spirits, shamans and witches might have learned of the existance and stories of such objects of power, which might have been known among experts of the occult for centuries even though no mortal has ever seen them. When a witch comes into possession of enough clues to identify the likely location of a relic it will still have to be retrieved from a potentially distant and likely dangerous place. Which is a great job for heroes looking for adventures. Alternatively they could try to follow the trail of people who were known to be in possession of such relics but disappeared in the wilderness and were never seen again. Or the item might have been stolen with the thief being still on the run.
  • Rescuing People: Same idea as recovering a relic but the object of the quest is to return people to safety. They could be prisoners or people who have been lost in the wilderness or a ruin. Finding them is only half of the adventure as taking them back to the village might be even more difficult.
  • Destroying hostile Cults: All throughout the Old World are cults of Wilders who worship the Ancients who live deep beneath the earth and the oceans. Not all such cults are hostile or dangerous, but their association with sorcerous powers makes them widely feared in lands that consider themselves civilized. And often enough their suspicions are true, as some are thralls to malicious spirits craving for sacrifices and rewarding their followers with dark powers. Larger cults can often appear as raiders coming from the wilds but being more interested in captives than in plunder. But sometimes small cults arise in secret within villages and towns that worship the spirit of the land. These are a threat very much like sorcerers, but instead of just one or two apprentices the leader of such groups might have dozens of followers among the local people.
  • Escaping from Dangerous Places: This is a variant of most of the above. Instead of the heroes having to find the main object of the adventure they have to get away from it. They could unknowingly enter the territory of a dangerous beast or angry spirit, become trapped in a ruin or cave and have to explore to find an exit or break the curse that keeps them from leaving, or become captives of raiders, sorcerers, or cultists.

Villains for the Old World

As I was writing on the idea of Hope & Heroism, someone pointed out to me the importance of motivations for the antagonists. Coming up with a list of heroes who represent all the ideals I am looking for in protagonists was very easy. But examples for good antagonists turned out to be a much more difficult task. I had a few ideas for villains who I think are cool and who I would love to put into the Old World, but thinking of any reason why the heroes would be fighting them was a lot harder.

The more I was thinking about it, the more I came to the conclusion that good motivations for an antagonist are much more dependent on the specific attributes of the setting than it is the case for heroes. Heroes are generally easy to create as they really just need to be good people with the determination to take action against villainy. You can quite easily move these from one setting to another and their motivation to do good always works just fine. But antagonists don’t have to work just with the heroes, but also with the many unique aspects and elements of the setting. They need much more than just a hero to oppose them. They need to have a goal that benefits them and a plan that is actually feasible. And these things really depend a very great deal on what and who else is all in the setting.

So I’ve decided that a post on Villains of Hope & Heroism wouldn’t be making any sense and not be useful. The same narrative principles can be applied to a huge range of very different settings. Instead I am focusing on the nature of antagonists in my own Old World setting.

After going through all the examples of books, ,movies, TV shows, and games for ideas what kind of antagonists could work in such a setting, I narrowed it down to four main types of antagonists.

  • Warlords: Perhaps the most classic type of antagonists. These people are military leaders whose long term goal is to hold their territory against their many enemies, and often to destroy them before they attack on their own terms.
  • Sorcerers: If there are antagonists for Sword & Sorcery type tales more iconic than warlords then it’s the sorcerers. Masters of dangerous arcane powers who are always looking for more knowledge and power and often try to take direct control over the domain of the master they serve.
  • Bandits: Simple but reliable. Some antagonists don’t have any big elaborate plans or higher goals. Some are simply content with taking what they want and killing those who resist them.
  • Avengers: In a world where might makes right and the law is in the hands of whoever carries the biggest stick, vengeance is the way to put the offenders in their place. In many tales the protagonists set out to avenge their fathers and masters, but in a tale of Hope & Heroism nothing good can come from that. But a lot of bad for a lot of people who are only tangentially involved. Whether the tool of vengence is poison, an army, or a horde of demons, it’s always a great source of trouble for the heroes to take action against.

Regardless of who the antagonists and their minons are, every heroic tale needs some type of villainous plot that the heroes are trying to stop. (I wonder how far back this convention goes. It doesn’t seem to be common in ancient hero tales.) For a setting of city states and barbarian tribes I found these following ones to be a good set of templates to work with.

  • Conquest: Sometimes an antagonist of the warlord type simply wants to expand his territory for greater wealth and fame. It is simply ambition that drives him and a need to show his prowess. Not a particularly interesting motive but a simple and uncomplicated one. Probably works best as an additional complicating factor in situations where tbe heroes are already busy with going after someone else. The conquest might be just an opportunistic small warlord seeing a chance to make his move or be the backdrop for the tale of the heroes. In either case, the conqueror is probably not being to be the focus of the adventure since he’s not very interesting in himself.
  • Resources: In this situation a warlord is in the whole conquering business just for the sake of it, but it really is just the means to get access to very important resources. Something that the antagonists needs, and needs so badly to kill for it and take it from others who need it as well. This is much more interesting as it’s probably easy to see that the antagonist had to do something to keep his people fed and save. But it’s going to be the method with which the heroes will take objection. Simply beating back the antagonists forces won’t end the conflict, only delay it for a while at best. This doesn’t have to be a military invasion of a neighbor. It might very well be the antagonist’s own subjects who have to carry the burden.
  • Defense: Things get even more ambiguous when the antagonist is taking drastic actions as a measure to defend his domain against another foe. The measures taken to improve defenses might lead to hardship for the farmers and workers, but can also mean attacks on and annexation of vital territory. Many of the locals might even support a change in leadership which will only make the antagonist to resolve to even more draconian measures.
  • Magic Power: True magic power is in a wholly different league than ruling over land or people. This alone might lead sorcerers to see the hardships of others as a very accepable price and warlords might very interested in getting their hands on a magic weapon that can secure and expand their power. The plans to attain a new source of magic power can be very complex, but as a motive for an antagonist it’s actually very simple. Many of the lunatic sorcerers who want to destroy the world can be made much more plausible if they are simply searching for magic power and are willing to pay a very high price for it. Or rather, have someone else pay that price.
  • Vengeance: A relatively simple and straightforward motivation, but one with endless possible applications. Pretty much any character imaginable can be motivated by vengeance and the possible plans to gain it are endless. The main use of vengeance in tribal society is to scare away enemies and prevent further attacks in the future. Retaliation as a show of strength. In societies with no police this can put the heroes in quite difficult positions. For a short adventure a group of warriors seeking vengeance against someone in the protection of the heroes makes for a great conflict. But revenge for past crimes that have already been mostly forgotten can be a much bigger source for a lot of trouble that is still to come and the heroes are probably going to much less sympathetic to such a cause. Especially when the revenge comes in a form that affects many other people mostly unconnected to the original offense.
  • Plunder: And sometimes all that bad people want is some wealth and comfort. Other people’s wealth to be specific. Greed is as basic a motivation as it gets and there is little about it that would justify negotiating some kind of compromise between parties. But used for minor antagonists or as an easy break between more complex adventures it’s still something that does the job. Antagonists out to burn and pilage (and that other stuff) might either be in addition to the primary opponents of the adventure, or they might constitute a particularly unpleasant segment of the main antagonist’s minions.

These lists are both not very long, but I think each of them comes with so many variables that they can be reused many many times without becoming overdone. Especially when you switch between them regularly to avoid falling into a regular pattern. Even when not looking specifically for something to use in an adventure of Hope & Heroism or something set in a Bronze Age setting, all of these motives should easily work in most types of tales.

A case for Hope & Heroism

This probably should have been my first post on this subject and not the third, but now I am getting around to it and hopefully clear some things up for the future, as I think this is probably going to be something of an ongoing theme here.

Hope & Heroism isn’t any kind of established fantasy genre. I actually made it up just this week.

bender
I am going to make my own fantasy genre…

Why do such a thing? Isn’t that really pretentious from some nobody who hasn’t published anything yet? Well, yes it is, but I think there’s still a good reason. When I gave up on the d20 System and the kind of fantasy RPGs that are being published by Wizards of the Coast and Paizo a few years back, I went from Myth & Magic through Castles & Crusades and Astonishing Swordsmen & Sorcerers of Hyperborea to Barbarians of Lemuria and on to Fantasy Age. But eventually I came to the venerable Basic/Expert rules of D&D that are even older than I am and the most simple system I’ve ever seen (after RISUS). And looking for a version that comes with sensible modern improvements like increasing AC (Decreasing AC is dumb! And it was dumb back in 1974!) I eventually chose Lamentations of the Flame Princess over Basic Fantasy (It was the thief skills that won me over.)

That’s how I got in contact with the LotFP adventures and their Weird Fantasy style, and I found something that I’ve always been missing in RPGs. I am still not really sure what it is, but I think it’s an appearance of some kind of greater cerebral depths that sets them apart from regular fantasy elfgames. Sure, a lot of the earlier stuff was junk, but I still appreciated the effort and could see the honest attempt to be something more. But Weird Fantasy is not what I really want out of a roleplaying game. It’s all soo bleak and grotesque in a way that just doesn’t seem fun. Interesting certainly, and probably fascinating, but not fun.

Another effort to take D&D type games in another direction away from just killing people and taking their stuff and then patting each other on the shoulder that happened a few years before the whole OSR thing gor of the ground was Green Ronin’s Blue Rose setting that they marketed as Romantic Fantasy. A term freshly invented to summarize the kind of fantasy novels it draws from and give an impression of what people can expect from them. But again, though I appreciate the attempt, the execution is not what I am looking for. Even though I had been looking for ideas to get some of my mostly female friends who are interested in fantasy but not about monster slaying into RPGs, Blue Rose clearly wasn’t the way to do it. It’s peaceful egalitarian setting of love and respect always seemed just way too sappy to me.

But now just a few days back I read a very interesting post that describes Romantic Fantasy as something broader than just princesses and unicorns and girls falling in love with dashing heroes and heroines. And I think Joseph’s approach to thinking about fantasy that follows the ideals of Romantic Fantasy lines up very much with my own. What I am calling Hope & Heroism is basically the same thing that he describes as Romantic Fantasy.

So why not just go along with that and call it Romantic Fantasy, too? Because for everything outside of Blue Rose and its source material, it’s a really awful term. The word romance has become so closely associated with love stories these days that few people even know about its earlier meaning. I think the last time it was used to simply mean Fantasy as it had been for centuries before was with the Planetary Romance genre, which today is much better known as Sword & Planet. For Blue Rose the association with love stories is not a problem because that interpretation also works. But for everyone else the term Romantic Fantasy is much more of a liability than a benefit. Of those people who encounter the term Romantic Fantasy for the first time, only those intrigued by fantasy love stories will even take a second look at what you’re presenting. It won’t gain you an audience but probably lose a lot of potential readers. Something else is needed and after discussing it for a few days with other people the term Hope & Heroism emerged as the most popular substitution. I am not a big fan of X & X titles, but it just emerged that way and once you’ve started using a term for a while it feels odd to change it. But other than that I think it’s a pretty good one. It’s snappy, it says what it is about on the tin, and you can use it in a sentence as a descriptor in a way that makes grammatically sense. So Hope & Heroism it is. What is it really about?

It really starts with my idea of an ideal fantasy hero and the kinds of conflicts that make for meaningful fantasy stories. What does that include in practice?

  • The heroes seek to restore peace and order over destroying evil.
  • The heroes get involved when witnessing injustice.
  • The heroes aim to be examples to others.
  • The conflicts have sources that won’t go away by killing the enemy leader.
  • Mercy and offerings of peace will pay out in the long run.
  • Violence can help to get out of a tight spot but will always mean more trouble down the line.
  • The antagonists have various reasons to fight and at least some of them can be persuaded to change to other methods.
  • Heroes will sometimes fail, but having tried is what matters.
  • The heroes give and risk more than can be reasonably expected of them. (That’s what makes them heroic.)

Is this a new genre? Not exactly. This is not a new branch in the taxonomic system of fiction genres. This is much more like a new circle drawn on an extremely messy Venn diagram of fantasy styles. Hope & Heroism is a group of certain qualities that have been existing in works for ages. Nothing new has beem created, only discovered. And it might not even be new. The link I put above shows at least one person did it before me.

The type specimen of what I think of as Hope & Heroism is the movie Princess Mononoke. I thknk it has everything that I consider important. Other great works that I consider great examples are the movie Crouching Tiger, Hidden Dragon; the TV shows Avatar, Seirei no Moribito, and Rune Soldier; the videogame series Mass Effect (at least when following mostly the Paragon path) and the main plotlines of the games Witcher 2 and Witcher 3 (there’s way too much combat between scenes for my taste). My love for Mass Effect was actually reason I got interested in doing more with fantasy than just destroying evil monsters.

From what I’ve seen in recent years, there seems to be a lot of people looking for something more in RPGs. Both Weird Fantasy and Romantic Fantasy are probably too niche to ever become widely popular. But I think Hope & Heroism is much closer to the RPG mainstream and might be of interest to a wider range of people. I think it’s certainly an approach worth sharing and a convenient name for it could only help. Who knows, maybe it’ll catch on over time?

Blood Magic

Blood Magic has very much fascinated me since I encountered it in Dragon Age six years or so ago. I wanted to have something like that in my own setting since all the way back when I started planning it. Since then I learned a lot more about how magic works in the Thedas setting and it actually is mostly demonic mind control. Not really much blood involved. But I most liked the idea of blood magic not being fundamentally evil and one of the first blood mages you encounter in the series is actually a pretty nice and also average guy. That had always had me want to have blood magic in my setting and the idea of using blood as a power source instead of some ethereal mana or mental energy is also really cool. It’s much more savage and primitive than arcanists in their libraries playing with astrology. Perfect for a Bronze Age barbarian setting.

But the whole time I never developed the idea further than that, always keeping it off for later. Because I just didn’t have any good idea how blood magic could be different from regular magic and my magic system kept changing all the time anyway. Now I do have a magic system that I really like (but still got not around to write out in full) and with the rest of the setting being already very far along it’s really getting time to finally tackle it.

How it works

latestMagic in the Old World is based aroud the idea that the being of any creature is a single entity of spirit and body, but that it extends beyond the boundaries of the physical form that is seen with eyes or felt through touch. The physical forms of creatures and things have clear boundaries, but the immaterial aspects do not. They just weaken with distance and eventually blur together with the essence of everything else. (Similar to gravity or magnetic fields.) Most beings only have mental control over their own bodies and minds, but since everything is connected and the spirit has no clear boundaries, it’s possible to take control over things outside the physical body and even over other beings’ bodies and thoughts through a contest of wills. This control over other creatures or things is magic, as it is used by all witches, shamans, and spirits. One important limitation of magic is that it only works when the caster is actively taking control. When the control ceases, the magic ends. It’s also not possible to use magic against creatures who are not nearby, unless a spirit is send to visit people and use it’s magic on them. It is also the reason why magic objects can not be created; they can only come into existance naturally.

Blood magic is one way to get around this limitation. Instead of maintaining control over an enspelled target, a blood mage weaves the spell into the target’s blood, whose life force will then power the magic instead of the mages mental energy. Blood magic keeps working regardless of how far the target moves from the blood mage and the spell can continue potentially for as long as the target lives. Masters of blood magic can even weave spells into the blood of their target that will remain dormant until certain conditions are met and they perform their true enchantment. Having some of its life force consumed by a blood magic spell causes the target to be slightly weakened, depending on the power of the spell. But usually the effect is too small to be a clear sign of blood magic, with the target only being slightly more tired or faster out of breath during strenuous activities.

A more well known use of blood in the casting of magic is as an alternative power source to the mental energies of a blood mage. Wrestling control over another person’s body or thoughts is one thing, but actually draining life force from living creatures is much more difficult. Usually this is done by complex rituals and the use of various potions that allow apprentices and acolytes to give their masters access to their mental energies. A simple shortcut to this is to simply tear the blood out of a living creature’s body and use the life force it still carries. This gives a blood mage a great boost to his power when casting a spell. It’s still a difficult thing to do, especially in the middle of a battle, so often blood mages draw on the life energy within their own blood.

Since the corrupted energies that animate undead are very different from the life force of living beings, they are neither affected by it, nor can they use it.

What it does

Aside from giving a blood mage a boost in power from draining life force from a living creature, blood magic can be used to put long lasting enchantments on living creatures. One common use is to make the target creature a permanent slave that has to obey the blood mage’s orders. It’s similar to a powerful charm spell but the ideas planted into the targets mind do not fade away as it remembers its own thoughts and memories.

Alternatively a blood mage can give a creature specific orders to be performed under specific circumstances without it even knowing that such an enchantment is in place. Unlike a spirit following around a victim, such enchantments are very difficult to detect by other witches or shamans. Blood magic can also be used to permanently alter memories. Such enchantments are very difficult to break and require a shaman who knows exactly what he’s looking for. Blood mages familiar with the process can break it just like any other spell.

Instead of manipulating a creature’s mind, blood magic can also make changes to the body. Blood mages can give their servants and henchmen great strength and resilience which they retain even without the spell being actively maintained. Since the magic power to maintain these spells is entirely drawn from the creature’s own life force and not the mental energy of the caster, such enchantments tend to take a significant toll on its health. Giving greater strength to heroes for an important battle can often be more than a worthy trade, but guardians who are kept permanently enchanted often live for only a few years. The enchantments keep them strong until the very end but eventually they just fall over dead as desiccated corpses.

How it is treated

Blood magic is not an inherently corrupting or more harmful form of magic but usually seen as one of the darkest forms, similar to sorcery. Tearing the blood of a creature from open wounds is an incredibly violent process compared to the casting of other spells and it’s easy to see why it is especially feared. The effect it has on the bodies and minds of creatures that have been heavily enchanted with blood magic also gives people plenty of reason to regard blood mages as nothing more than savage sorcerers. Blood magic is more common among the more wilder and isolated clans of the Old World and often associated with the witches of the Witchfens, which gives it a reputation of being primitive and brutish though it’s actually a very advanced magical art.

Blood magic also has a much greater potential for manipulating people’s thoughts and controlling their minds than ordinary witchcraft, wich makes known blood mages even much more mistrusted. Even those powerful ancient witches and high shamans who know the secrets of the red art rarely trust their students with such powers and the lack of teachers makes it a very rare skill outside of clans who practice it openly.

RPG implementation

Except for the blood draining ability there are no specific rules for implementing blood magic as a game mechanic. It simply allows blood mages to make their enchantments permanent without any special costs or mechanics.