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General Forge Forums => Actual Play => Topic started by: Eero Tuovinen on January 15, 2008, 02:02:51 PM

Title: [Runeslayers] Pirates of Naples
Post by: Eero Tuovinen on January 15, 2008, 02:02:51 PM
It seems that my friendship with Sami Koponen inspires me to play all kinds of games that my lethargic nature would have me postpone indefinitely. The last time we met in Oulu I got to play Dead of Night (http://www.indie-rpgs.com/forum/index.php?topic=25318.0), which I've been meaning to take out for a ride since summer. Now Sami came to visit us for a week here in Upper Savo, so we arranged for some gaming despite my busy schedule; one of the more interesting results was that we played, out of all possible things, Runeslayers (http://www.indie-rpgs.com/forum/index.php?topic=25318.0), a game I've wanted to play ever since 2001 or so. It was a 5 hour session with Sami and Pyry, one of the local teenagers, during which we got to do a character generation and a satisfying sequence of adventure gaming. The way we ended up doing this was mostly that Sami, who has also been working with adventure gaming lately, discoursed so extensively on Shadowrun that I got inspired to introduce him to an adventure game I myself consider intriguing. I had to whine at the guys a bit to get them to try the game; luckily it was well worth the effort.

Runeslayers by Christopher Lawrence and J.C. Connors, for those who might not know, is the second Avalon Hill Runequest edition that never got published at the end of the '90s. Now it's available for free, which makes it an astounding value proposition for anybody. It's absolutely fascinating, with an extremely nuanced and streamlined system! The way the game deals with Setting is just slightly short of revolutionary, and the game is on par with Greg Stafford games as vanilla narrativism. Talking of adventure gaming solely, and traditional adventure gaming in particular, I consider Runeslayers superior to anything else from the same era (perhaps excepting Praedor, an excellent Finnish adventure game by Ville Vuorela), ranking very high overall. An interesting prior actual play report at the Forge (http://www.indie-rpgs.com/forum/index.php?topic=12265.0) by Ron Edwards is something I also remember fondly, because at the time I was rather chargrined that I hadn't managed to actually play the game, even while having slavered over it for a couple of years.

Before going any further: I also wrote about this at my blog (http://isabout.wordpress.com/2008/01/15/fantasy-adventure-runeslayers/), which the interested audience might also check out. I'm splitting my discourse in two parts because I have two main topics I want to discuss about Runeslayers:

So, I'm not going to describe the rules of the game. It's freely available, and Ron already does a good job in that actual play from -04. Instead, here's a top-down view of something:

A land of mystery cults and shattered civilizations

We have here a game where player characters are assumed to initiate into mystery cults called WarClans. I use the term "mystery cult" here with full intent: these "clans" have for the most part open admission, or at least elite status within a larger community. They have secret rituals and knowledge. They have initiation and internal ranks. They have in-built ideology and philosophical ideas they impart on adherents. They can, at least by implication, be abandoned. They imply a full-body commitment to a related lifestyle.

Meanwhile, we have a game with no setting, only the implication that the WarClans all have central roles in it. Or rather, the WarClans played by the players; there are a couple of dozen different WarClans split into three sources (the main rulebook and two supplements), so trying make them all relevant for the game would be a fruitless job. Even two or three WarClans have enough interrelated implications to fuel a game a long, long time. Also, the WarClans do not and cannot, generally speaking, be modern religious institutions with no community ties or political agenda: any given WarClan will be composed of individuals with social positions, and those positions seem to be highly idiosycratic and dependant on the WarClan: for example, the Calloglaigh WarClan members consist mostly of farmers, while Red Serpents are all pirates. Martyrs of War as a WarClan do not have anti-civilization tendencies, which makes it fit for policemen and guards, while the Beastmasters have an explicit agenda against all civilized people.

All player characters are warriors. They live in a world where the only substantial magic is that of the WarClans and the mysterious Runecarvers (a status reached by super-specialization in a given weapon form), who are almost always closely allied with given WarClans. WarClan magic is personal and non-related to Clan status: you gain the magic by emulating the ideal form of humanity as conceived by that WarClan and expressed by the ten virtues outlined for that WarClan. The closer you are to the ideal in your nature, the more powerful your WarClan magic is. Meanwhile, the even more significant fact is that the WarClans are all composed of fighting men, representing enormous power directed by the leaders of each WarClan to do their bidding. Each WarClan has a different composition and size, ranging from a cult centered on a single city to entire far-off civilizations to mostly forgotten religions or anything else imaginable in the series of human social structures. The strength of your character in the setting is pretty much dependent on his position within his WarClan, if for no other reason then because his superiors have ample opportunity to slay him, especially in the more insane WarClans (and they all are that to some degree, you know; at last count 40% were pure batshit, while the rest are just fanatical).

Most WarClans do not actually initiate a character before he has won two glyphs related to that WarClan; a beginning character starts with zero glyphs. Consequently, most characters are not actually WarClan members at the beginning of the game. However, as the game instructs, the characters certainly want to be, which is an immediate campaign hook: this character has some reason to want to be a Guidesman, this one is born into the Beastmasters, and so on. When the game begins, the player is presented with random glyphs from his chosen WarClan, which he has an opportunity to gain with purposeful and directed roleplaying. A character who establishes the glyph as part of his nature grows closer to the ideals of his WarClan, which makes other members of the clan respect him, opens up advancement in the clan social structure and gives opportunity for gaining the rune magic of the clan. This might prove rather distressing when your clan proffers such ideals as "revenge", "hatred", "insanity" or "greed", to mention a few from the cavalcade of "virtues" of these twisted sword & sorcery social scenes.

Now, is this, or is this not, a setting rife for narrativist play? The rules of the game resist a bit: characters find it difficult to switch clans mid-stride, for example. But these are minor issues compared to the interesting premise: the world is dominated by these WarClans with inhumane ideologies, half of which are utterly insane, most of which band into these masculine warmachines that roam the land for plunder and perceived ideological gains related to ancient empires, nationalism or religious fervor. All free men and slaves dream of membership, as WarClans are, although utterly lethal for most disciples, also a way to gain social position undreamed of inside common society. All characters in this situation need to choose between the clans as presented in their own situation, fight for influence within their own clan and try to craft a life out of their responsibilities to the WarClan of their choise. Did I already mention that half of those clans are utterly mad? What happens when your character has no choice except to join the utterly mad skull-hunters and initiate into their mysteries, or be enslaved by them and sold to the Arabs? What happens when he gets to betray them to support the Medean Guard, who are like a shining light in comparison to most of these mad and power-hugry WarClans?

So OK, that's a pretty foregone conclusion, I think. It's not the full story, however...

No-one sings the glories of those who die

All characters have this statistic called Agility. The one with the higher Agility in combat gets a +1 die to his attack roll. This is a flat 11% increase to chance-to-hit, more or less, and you get it whether you're up on your foe by just one point or ten. Meanwhile, attack strength is determined by another statistic called Might, which gives an average of 1-1.5 points of more damage per point. A typical weakling does around 8 points of damage per hit and takes around 20 to kill. Considering these, how low can you afford to leave your Agility, when increasing Might has an exponential cost curve?

Meanwhile, Initiative is rolled d6+Perception. If a character has a higher roll than his opponent at the beginning of combat, he gets to strike first. Also, if he has double the opposing Initiative, he gets another d6 to attack, which means another 11% to his hit chance. Optimal Perception? Considering that the GM will shaft you with Perception rolls for everything social as well as all dangers?

Ultimately: this game is about combat and characters only have combat statistics. Your statistics are Might (used for damage), Courage (used for hit points and fatigue points), Intellect (used for nothing important, it seems; good for making an useless fop of a character, although I recommend wealth if you're into that), Agility (used for that nice +d6) and Perception (avoid ambushes, strike first). The combat mechanics are simple and to the point, meant to be used. Skill checks are built over the combat statistics with rerolls afforded to the skillfull in tests of the main Abilities (which is presumably where Intelligence is used, apart from some WarClan abilities). Characters can die when played foolishly, but also have ample opportunity to flee combat when it turns against them. Fatigue is tracked, which also helps in ending combat sooner rather than later. The whiff factor is pretty significant, and a modern gamer might be put off by a combat round "only a few seconds long", as that literally means a minimum of a dozen rounds or so for a combat to finish.

There's also long lists of weapons and other arms, not to speak of combat feats usable with different weapons. Lots of details that affect character success in combat.

But: looking at the various powers the WarClans have, the game is fascinatingly well-rounded in its adventuring focus. You'd imagine that all the powers would be about combat, but for some undiscernible reason they're full of everything but. There are abilities for discerning lies, recovering from injury even when travelling, becoming attractive to the opposite sex (requires a runic power, apparently) and all kinds of stuff that doesn't actually resolve combats. This is great, because it implies that these areas of experience can become issues in the game as well.

Meanwhile, players gain experience points by progressing on fulfilling their goals, beating opponents on the way and finally fulfilling the goal. Pretty straightforward.

So, why do I see a gamist game here? The Abilities proffer an interesting balancing challenge, as the relative Ability supremacy of fighters affects the fight rather more significantly than pure badassitudeness; all the character abilities are designed for overcoming obstacles, but not necessarily through fighting. Meanwhile, all characters are proficient warriors, and combat is an expected and central part of play. Therefore there is a constant tension in the game pertaining to the violent solution: can my character take that guy? Is there some other way to proceed? Meanwhile, the cults: they provide an immediate character motivation as a source of goals both external ("my sifu wants me to do this") and internal ("our beliefs require me to act this way"), all of which forces the character to priorize both his goals and means.

In effect what we have here is a structure of a central balancing puzzle between main character Abilities and a secondary opportunity concerning ancillary resources (many runic powers, skills, social status), wherein each player needs to choose between committing their resources to the Ability puzzle (which in turn includes many strategic breakpoints diffcult to predict) or the non-combat solutions. Paradoxically, this makes the issue of combat initiation rather important and makes the characters who are able to pursue alternative solutions dangerous in all kinds of non-numerical ways. When everybody is a warrior, combat is not so obvious anymore.

There's all kinds of useless trash here, too

Not everything in the game is perfect, of course. There are things learned from other games that might have been best left out:
If it didn't already become clear, I rave about these personally perceived faults because I like the game so much. It's easy to throw away most of the above (except the character generation, which is non-trivial) and run the game as I believe it most fun, but it'd also be nice if the game didn't have these faults.
Title: Re: [Runeslayers] Pirates of Naples
Post by: Eero Tuovinen on January 15, 2008, 02:03:40 PM

So, is it narrativist or gamist?

We discussed this issue explicitly before going into play at our session. Our solution was the less-than-inspired "let's create characters and see what comes up". Half-way through the 3-hour character generation (yes, point-based chargen sucks for slowness as well) it was pretty clear that we'd be playing the gamist version (under the "nobody sings for the dead" up above), which suited me just fine: I had a very clear sense of how that would go, as opposed to the narrativist angle, which I'd just realized the day before from rereading the materials of the game.

Note: the game is pdf only and this is the first time ever that I ran a pdf game that I hadn't memorized beforehand. (A bit difficult to memorize 200+ pages of stuff.) In practice this worked by scaring up a laptop for each player, so that everybody could work with the book separately. Worked well enough, although I still consider a paper book a superior solution as long as I'm not investing in some heavy hardware.

The game practically runs itself: we decided to have the players choose their WarClans first, after which we'd figure out a setting around those WarClans. The players chose Red Serpents, a WarClan of pirates organized on an at-most per fleet level and the Martyrs of War, a clan of vanilla warriors dedicated to warriorhood, simply enough. The former's shtick is that they're free and independent while also tied to their ships; the latter's is that they're just about the only sane WarClan with no appreciable integrated political ambitions, so they're usable an stable enough for employment as guards, say.

For setting, we'd be discussing the issue from the angle of "what kind of world is it if all these WarClans can coinhabit it?" There was a strong mediterranean flavor in the material for us all, but there were also competing visions for the ancient or the renaissance eras. Sami wanted the former, while Pyry preferred the latter, in accordance to their familiarity with the eras. I could take either. Finally we opted for the renaissance, which allowed me to do some setting generation.

What I had going in:
What I had going out: the game would be set in Naples in "fantasy Europe". The city had just been liberated five years ago from the king of Sicily's domain, now standing as a free city. Because pirates and other non-affiliated crews supplied the city during the long siege, they had now been granted a free port at Naples. Consequently Naples tends to be full of pirates and Red Serpents nowadays. Meanwhile, the Martyrs of War are influential with the city guard, yet separate in organization. They have huge numbers of riff-raff and low-level conscripts in their WarClan due to the long siege, during which many poor people and even women joined the WarClan. The highest level Martyr of War in the city would be a commander with 8 glyphs, while I decided that there'd be 1d8 Red Serpent ships at the harbour at any given time, with captains (8 glyphs). The Red Serpents would be predominantly Arab, originating in North Africa, while the Martyrs would have a strong condottieri wibe.

The above was our Setting when we set out. Later on I also figured out and brought into play that the Red Serpents actually have an Islamic, sufi-style religious core in their bolsterous and carefree activities. I also figured out, as a backstory secret, that the Bey of Tunis was funding the raising of a pirate fleet for nefarious purposes, for which purpose the newly pirate-tolerant Naples would play a key role. The former realization came about by simply roleplaying a couple of Red Serpent statists, while the latter was a necessary motivation for an important NPC. Absolute gold as far as I was concerned at the time, the setting was very appealing.

As for situation, we did something I'm very, very good at: after the players created their characters and I explained the above setting, improvised at the time, I found out via discussion why the characters were in Naples: one was a long-term resident from a mid-class merchant family, an officer of the merchant's guild private guard force, while the other had been kidnapped by Red Serpent pirates in Africa and brought here before being freed. The former wanted / was destined to become a Martyr of War, while the latter was to be a Red Serpent. I gave the players a choice of either defining their own initial goal, or letting me do it if they preferred to start their character at rest. Sami had his pygmy develop an ardent wish to go home and perhaps see the sea, for which purpose he would need to get the Red Serpents, the only real long-distance sailors in Naples, to give him a lift (and perhaps initiate him into redserpenthood). Pyry opted for GM-initiated situation, which I responded by having the character go into a meeting where he was supposed to arrange a smuggling operation with one of the Red Serpent captains; we'd determined in character backstory that the character was corrupt and willing to work with smugglers.

So those were the initial situations. I rolled my d8 to find out how many Red Serpent captains were in the city, got 2, and spent a minute or two consciousness-streaming a situation for Naples:

So my situation was entirely Red Serpent -based, which was OK, as the city itself was firmly Italian, and both characters had initial motivations entangled with the Red Serpents. I was totally ready to bring in some challengeful Martyrs or other characters, too; it developed that Pyry's character Bernard had a dangerously smart adjutant called Brackio, who happened to be a Conscript in the Martyrs. If we'd played more, I'm sure young, uncorruptible Brackio would have gotten involved in our events of much corruption and more violence.

Anyway, play itself went rather well, or at least I liked it. I took the experience rules from the book rather literally, but I let the players define their own goals, so they could gain experience points as instructed in the book. We got the gamist cycles going rather easily: the players had their goals, with one trying to play the dangerous pirate captain and perhaps capture him (proved that Bernard wasn't as corrupted as we imagined), while the other tried to overcome his strangeness to the city and to gain an audience with one of the Serpent captains. We had some rather pure and fun adventure roleplaying in there. Some favourite moments:

So that's most of it, really... my main point was to point out how the game would do both gamist and narrativist play in a very enticing manner, and how this was my first experience where I genuinely couldn't choose which to play outright. I could well have fun either way with almost the same rules. Also, an interesting question: the game doesn't appeal to me from a simulationistic point of view at all (the Situation doesn't cohere for that purpose), but if it did, would any of those mechanics I find indefensible make sense then? Especially, the question I skirt at my blog: would the point-based character generation make any sense as a simulationistic tool? Somebody somewhere (can't remember who) said that Runeslayers supports simulationism, so perhaps the character generation makes sense in that frame.

All in all, this is a game full of interesting stuff, but it's also humongously incoherent (to the degree that I could almost imagine somebody playing it in a simulationistic manner, ignoring the other stuff). It was quite fun to take my Forge powerz and turn it into a playable and fun experience, and do it effortlessly, even. Perhaps I should continue down the historical track and play Earthdawn next, on the principle that I can apparently turn any of these old adventure games into a fun experience, fully utilizing their setting and rules, by following the principles of challengeful adventure gaming (http://isabout.wordpress.com/2007/11/01/challenge-based-adventuring/)...
Title: Re: [Runeslayers] Pirates of Naples
Post by: Ron Edwards on January 15, 2008, 02:27:53 PM
Hi Eero,

I'm quite fond of this game, actually. Here's my actual play posting from a few years ago: [Runequest Slayers] Skulls, blood, other bodily fluids (http://www.indie-rpgs.com/forum/index.php?topic=12265.0).

My summary of the publishing history should be taken as a personal impression. I do not think it's accurate.

I'll post some specific thoughts about the GNS stuff later.

Best, Ron