Songs Lost and Forgotten

A few years back, I picked up a book called The Hum and the Shiver, by Alex Bledsoe. It wound up taking me forever to get to reading it, so I finally got the audiobook ((These days, I do a lot of my fiction “reading” via audiobook, usually on my commutes.)), which just happens to be read by one of my favourite narrators, Stefan Rudnicki. And I loved it.

There are currently five books in the Tufa novels: The Hum and the Shiver, Wisp of a Thing, Long Black Curl, Chapel of Ease, and the one I’m currently reading, Gather Her Round ((It’s the latest one, as I write this.)). They tell the stories of an insular group of people living in the Smoky Mountains of Tennessee, a group of people who have some strange connection to music and the magic that it can make. Each of the novels stands alone as a single story, but each one also layers in a lot of information about the Tufa ((That’s what they call themselves, and that’s what outsiders call them, too.)) and their community of Needsville, and their history ((I don’t want to give away too much, but you find out in the first book that

Spoiler
they’re descendants of the Tuatha de Danann, exiled from the British Isles in the distant past.
It’s a pretty big revelation in the first book, and forms sort of a foundation for a number of plot points in the later books.)).

The upshot of this is that you get a growing richness to the books, and a real sense of the community. There are some little side threads that weave through a couple of books, telling more of the stories of some secondary characters. And Needsville changes, based on the events of the book, large and small.

The first thing that attracted me to the books was the idea that these were mining the same vein that Manly Wade Wellman dug in with his Silver John stories. There’s the emphasis on music, and the backdrop of Appalachia, and some of the dramatic polarity of city vs country.

There are also elements of some of Charles de Lint‘s stuff, especially his Newford books ((Okay, these are all good. All of them. But my favourite has got to be Someplace to be Flying. It stands alone more than a lot of the other books; if you’re not gonna start at the beginning with the short story collections, I recommend this one as a taster.)): modern world with old magic still lingering, tight-knit communities of outsiders, emphasis on music and old stories, stuff like that.

There are some interesting themes in the Tufa books ((Okay. These are what I get out of the books. I can’t claim that they’re universal, or that the author intended them. But such is the nature of talking about someone else’s art. We all get something different out of it.)), themes that I like quite a bit. There’s the aforementioned tension between city and country, which could also be phrased as new vs. old, or tradition vs. innovation. There are looks at responsibility vs. freedom, and the weight of the choices you make in life. Ideas of what an insider or an outsider is.

And there’s lots of exploration of death.

Bad things happen in these books, sometimes to good people, sometimes to bad. There’s a thread running through all the books that shows how the death of an individual changes the world around them. Some of what happens is genuinely heartbreaking, though the stories themselves are pretty life-affirming. But to get to the new day, you’ve got to go through the night.

The books also take a look at traditional definitions of good and evil, and does a great job of showing why they aren’t clean. With few exceptions ((Looking at you, state patrol officer from the first book!)), everyone has understandable reasons for their choices, even when they are not really good choices. Even though the Tufa are divided into two camps, and the two camps have somewhat different values ((Though not as different as they like to pretend, I think.)), neither can be said to be purely good or purely evil.

I like that.

And, of course, those who know me know that the music angle will always hook me ((Those who don’t know me could probably guess that from the quotes on this blog.)). Especially as it draws on folk music ((Like the Silver John stories, like the Charles de Lint books.)), and has been useful in pointing me towards artists and songs that I hadn’t heard of before. Alex Bledsoe has even put a Tufa playlist up on 8tracks:

Songs that evoke the feelings of mysteries, sadness, isolation and hope of the fictional Cloud County, TN. Some of these songs are also mentioned in the Tufa novels.

This series has totally hooked me. I grab the new books whenever they’re published ((And, if I sometimes regret that Alex Bledsoe isn’t giving me more Eddie LaCrosse books right now, well, he gets to write what he wants. I’m not the boss of him. And I’m grateful for both series.)), and I usually also get the audiobook, just so that I get to have Stefan Rudnicki tell me another beautiful story in his glorious voice ((Honest to god, both his voice and his performance are just amazing. Deep, rich, warm, expressive – first time I heard him do an audiobook, I made note of the name so that I could find other stuff he’s read.)).

You should check them out.

Mage: Discovered, Defined, Denied

It was announced recently that, after an 18-year gap, Matt Wagner is going to be doing the third volume of his Mage trilogy, Mage: The Hero Denied.

If you’re not familiar with the comics ((And can’t be bothered to follow any of the links above.)), Mage is a modern fantasy series, featuring Kevin Matchstick, a man who gets caught up in a mystical war between good and evil. Guided by the World-Mage Mirth, he reluctantly squares off against the Umbra Sprite and his five sons, the Grackleflints. The whole battle centres around the Umbra Sprite’s quest to find the Fisher King and sacrifice him, bringing about a new dark age on earth.

Well, that’s the first series, Mage: The Hero Discovered. I’m not going to go into much more detail about the series for fear of spoilers – you’ll find enough of those in the Wikipedia article and interviews I linked ((After 30 years, are spoilers still a concern? Best to be safe, I guess.)). Suffice to say that the books are great, and I’m rereading them in preparation for the beginning of the third series, this summer.

How do they hold up?

Well, honestly, the first series feels a little dated. Part of that is that it is dated – it’s over 30 years old. And while I love Matt Wagner’s work, both as a writer and as an artist, he has grown and matured as both in the time in between. By the time the second series starts, in 1997, his skills are greater, and the execution is better. The second series also feels a little less tied to a specific time and place than the first ((Okay, that last bit is just my feel. Objectively speaking, the second series hits the time and place even harder than the first, but has more of a mythic overlay to it. Somehow, it doesn’t feel as dated to me.)).

But the stories are good. Pure. Solid. They deal with mythology and archetypes and humanity and choices. With belief and doubt. With sacrifice. And there are a couple of scenes in each series that always give me a lump in my throat.

The stories are very much tied to Kevin Matchstick’s age. Discovered is a young man’s story, about finding his place in the world, and figuring out how things work. Defined is a mature man’s story, about growing into responsibility and self-awareness. After 18 years, I’m very curious to see what Denied chooses as its themes.

Gameable Bits

Anyway, as I’m reading through Mage: The Hero Defined, I keep coming back to the thought that it would make a great setting for a game. Here’s the basic setup elements:

  • A number of archetypical heroes from the past, and from various cultures all over the world, have manifestations in the modern world. These make great PCs.
  • In addition, there are other beings of power – witches, giants, ghosts, mages, possible Olympian gods, young women with magic baseball bats and classic cars – who make great PCs for players who don’t want to pick a heroic avatar.
  • Nasty creatures – trolls, bogarts, harpies, kelpies, red caps, succubi, etc. – are preying on mortals.
  • Due to the machinations of the Big Bad, these nasty creatures and the heroes and the heroes’ companions are all drawn to a city where an evil plan is coming to fruition.
  • Hilarity ((And by “hilarity,” I mean chaos and carnage.)) ensues.

One of the key bits from the comics that made me keep thinking about it as a game setting is that each of the heroes has a tag, relating to which heroic archetype they represent. So, you’ve got the Coyote, the Ulster Hound, the Hornblower, the Olympian, the Monkey King, the Sun Twins, the Dragonslayer, and so on. That just sounded so much like the high concept from a Fate Core character that I couldn’t get it out of my head.

Even the non-heroes – characters like Mirth, Edsel, Sean Knight, Gretch, Isis, Magda, Ishtar – are drawn from archetypical sources, giving them fairly prominent high concept aspects, as well: The World-Mage, Bearer of the Weapon, Ghost Defender, Head-Baning Giant, Weird Sisters, etc.

Throw in a little bit of power using extras and stunts, and it becomes pretty easy to build pretty much any character that appears in the comics, and to extrapolate to your own characters in the same setting.

And, in Fate Core, building antagonists is easy ((And will get even easier and better, I’m betting, with the publication of the Fate Adversary Toolkit coming this summer.)). So, not much of a problem to build monster-of-the-week-style challenges for your characters. A little more time investment required for bad guys that are gonna stick around for a bit, but still pretty quick. And since a lot of the nasties are drawn from world mythology ((Maybe leaning a little heavily on the Celtic and Greek.)), you’ve got a rich vein of source material to mine for it.

So, yeah. I figure a couple of hours of prep work, tops, and then you’re ready to have the greatest heroes of the ages drawn to Montreal to thwart the Pale Incanter’s scheme.

Go ahead. Read the comics. Give it a try. Let me know how it goes.

Fate of the Nephilim: Skills

A quick note about the information presented below: I’m not going to be explaining all the ins and outs of the Nephilim game. If you’re really confused by stuff, I urge you to grab the pdf of the game to follow along. You can get it at the Chaosium site, and the entire line is available at RPGnow. It’s well worth the purchase. And Fate Core is available from Evil Hat Productions. Also very much worth it.

 

The next big piece of heavy lifting for the Nephilim conversion is solidifying the skill list. It also involves deciding which skills are available for which eras and for which types of past lives. And that requires looking at which types of past lives are available for which era. So, in this post, I’m going to take a look at all of that, and hopefully get the skills sorted for this conversion.

Past Lives

I’ve already decided ((In fact, it was the seminal idea for this hack.)) to use a variant of the mode method of character creation that I had first seen done in the Atomic Robo RPG, and later saw discussed in more detail in the Fate System Toolkit.  The basic idea is that you choose a couple pre-defined sets of skills and add together the ranks in overlapping skills. I thought that would work very well to reflect things learned over a series of incarnations in different time periods.

The standard number of skills in a mode in ARRPG is three ((Though the Science mode is different.)), and that seems a good number of skills for one mode or lifetime. But to keep from having to create a whole bunch of different modes in order to give some variety to the characters and choices ((Well, I still have to create a number of different modes, but not such an overwhelming number, I think.)), I decided that I should give each lifetime four or five skills ((When I sat down to actually do this, I wound up giving each mode six skills. I may need to change that.)), and allow the player to choose three of them for the character.

One of the other things I’ve decided about skill numbers is that, in addition to the three skills from the main list for each lifetime, the characters will get to make one pick from the magic skills list available in that era. This is partially because it kind of mirrors the way magic skills are handled in Nephilim – each lifetime grants a certain number of points that you can spend on occult development – and partially because it emphasizes ((Like the Nephilim system does.)) the idea that Nephilim are creatures of magic, and even the most mundane among them is still quite magically powerful. At least, compared to a mortal.

Now, some types of lifetime – scholars, for instance – may also have a magic skill as one of the skills on their main skill list, allowing the character to essentially double-dip. Again, this is by design, and I think the fact that the character is giving up a different ((More mundane, more mortal, more human.)) skill to embrace magic is just a fine trade-off. That said, it’s one of the things I’ll have to keep thinking about and will watch carefully if I ever get to try the game out.

The Skill List

If you’ve taken a look at the work-in-progress manual I posted last time, you’ve already seen the overall skill list I came up with. If you haven’t, here it is:

  • Alchemy
  • Athletics
  • Burglary
  • Contacts
  • Crafts
  • Deceive
  • Drive
  • Empathy
  • Fight
  • Investigate
  • Ka Vision
  • Lore
  • Notice
  • Physique
  • Provoke
  • Rapport
  • Resources
  • Shoot
  • Sorcery
  • Solar Ka
  • Stealth
  • Summoning
  • Will

You’ll probably notice that there are a few new skills on that list. Here’s the basics on those:

  • Athletics, Sorcery, Summoning: These are the three magical styles of Nephilim. I’ve only got a rudimentary idea of exactly how I’m going to implement them, so right now, they’re pretty much placeholders. When I get to the post where I sort out the magic, I’ll talk more about them ((Hopefully, I’ll have figured out something cool with them by that time.)).
  • Ka Vision: This is how the Nephilim view the magical flow of elements and the other occult aspects of the world. I figure it works just like the Investigate skill, except for magical things instead of mundane things.
  • Solar Ka: In Nephilim, Solar Ka is a measure of the power of humans. It mainly works as an obstacle that Nephilim have to deal with when trying to possess someone, or use magic on them, or something similar. So, I figure that there has to be some representation of it in the game, though I’m not entirely sure how it’s going to work, yet.

Eras

As mentioned back here, I’m dividing the past lives into four broad eras: Ancient, Medieval, Renaissance, Modern.

  • Ancient is era 1 (Predynastic Egypt c. 5000 BCE) to era 10 (Rome, Italy c. 350 CE).
  • Medieval is era 11 (Aachen, Germania c. 750 CE) to era 16 (Avignon, France c. 1378 CE).
  • Renaissance is era 17 (Florence, Italy c. 1480 CE) to era 22 (The Scottish Rebellion c. 1745 CE).
  • Modern is era 23 (Paris, France c. 1789 CE) to era 27 (Berlin, Germany c. 1933 CE).

I’ve said it before, but it bears repeating: these are simple benchmarks. A good argument from a player is all that’s required to switch a given incarnation period from Ancient to Medieval or vice versa. And, of course, the edge cases – periods that are right on the border of switching to a different era – could go either way.

The main point is that it allows me to not have to create new modes for each incarnation period. I can just create Ancient modes, and Medieval modes, etc. It also means that the modes are more generally useful if a player decides to create their own time period for incarnation: I can just look at which of the four eras it falls into.

And, of course, location is a big determining factor. Some areas may be in one era and some in another during the same time. For example, England in 1600 CE is Renaissance, but northern Canada ((Well, it wouldn’t be Canada, yet, but you get the idea.)) probably counts as Ancient during the same year. So, yeah, benchmarks.

Types of Life

Each time period that’s written up in Nephilim or Chronicle of the Awakenings includes a list of who your simulacrum could be. Again, in order to make my life simpler, I’ve created five broad categories of mode for each era. So, if you decide that you were incarnated as a Paladin of Charlemagne, you’d take the Medieval Warrior mode for that incarnation. If you were a galley slave in a Greek trireme during the Trojan war, you’d take Ancient Farmer/Labourer.

I also think that deciding which category your character falls into based on your incarnation is a judgment call. Some ((Like the Paladin of Charlemagne.)) will be pretty obvious, while others ((Like the galley slave – maybe that’s an Ancient Warrior?)) will require discussion to determine. That is, in my mind, a feature, not a bug; it lets the player and GM sort things out and flesh out some of the back story for the character, as the player answers questions or makes claims to justify their choice. All good stuff.

So, here are the categories:

  • Ancient: Farmer/Labourer, Craftsman, Warrior, Priest, Ruler
  • Medieval: Farmer/Labourer, Merchant/Craftsman, Warrior, Priest, Ruler
  • Renaissance: Farmer/Labourer, Merchant/Artist, Soldier, Priest/Scholar, Ruler
  • Modern: Farmer/Labourer, Businessman/Artist, Soldier, Priest/Scientist, Politician

Modes

And now we come to the meat. Here’s my preliminary list of skills for each of the modes. These are obviously subject to change as I keep working on the project. But it’s a start.

  • Ancient Farmer/Labourer: Crafts, Drive, Empathy, Notice, Stealth Will. Magic: Sorcery, Ka Vision.
  • Ancient Craftsman: Contacts, Crafts, Empathy, Lore, Notice, Rapport. Magic: Sorcery, Ka Vision.
  • Ancient Warrior: Fight, Ka Vision ((Why? Because stories of ancient warriors with preternatural senses are not uncommon. And I liked the idea.)), Notice, Provoke, Shoot, Stealth. Magic: Sorcery, Ka Vision.
  • Ancient Priest: Deceive, Empathy, Lore, Rapport, Sorcery, Will. Magic: Sorcery, Ka Vision.
  • Ancient Ruler: Contacts, Empathy, Fight, Notice, Provoke, Rapport. Magic: Sorcery, Ka Vision.
  • Medieval Farmer/Labourer: Crafts, Drive, Empathy, Notice, Stealth, Will. Magic: Sorcery, Ka Vision ((This list makes some magic skills unavailable, based on the mode. So, Medieval Farmer/Labourers don’t get access to Summoning. Not sure if this is a good idea, yet.)).
  • Medieval Merchant/Craftsman: Burglary, Contacts, Crafts, Empathy, Notice, Rapport. Magic: Sorcery, Summoning ((So, there are canon dates when the more advanced magical skills (Summoning and Alchemy) are discovered. I’m roughing them in by period. When I get to the magic conversion, I may change that.)), Ka Vision.
  • Medieval Warrior: Fight, Notice, Provoke, Shoot, Stealth, Will. Magic: Sorcery, Summoning, Ka Vision.
  • Medieval Priest: Empathy, Investigate, Lore, Rapport, Summoning ((Why? Because of the prevalence of saints and their almost-cults during the middle ages. Sure, that’s pretty Christian-centric, but there ya go.)), Will. Magic: Sorcery, Summoning, Ka Vision.
  • Medieval Ruler: Contacts, Empathy, Fight, Ka Vision ((Why? Because it fits with medieval ideas of kingship for the ruler to be touched by the mystical world.)), Provoke, Rapport. Magic: Sorcery, Summoning, Ka Vision.
  • Renaissance Farmer/Labourer: Contacts, Drive, Empathy, Notice, Stealth, Will. Magic: Sorcery, Ka Vision.
  • Renaissance Merchant/Artist: Burglary, Contacts, Crafts, Deceive, Notice, Rapport. Magic: Sorcery, Summoning, Alchemy, Ka Vision.
  • Renaissance Soldier: Fight, Notice, Provoke, Shoot, Stealth, Will. Magic: Sorcery, Ka Vision.
  • Renaissance Priest/Scholar: Alchemy, Investigate, Lore, Notice, Rapport, Will. Magic: Sorcery, Summoning, Alchemy, Ka Vision.
  • Renaissance Ruler: Contacts, Deceive, Empathy, Fight, Provoke, Rapport. Magic: Sorcery, Summoning, Alchemy, Ka Vision.
  • Modern Farmer/Labourer: Burglary, Contacts, Drive, Empathy, Notice, Stealth. Magic: Sorcery, Ka Vision.
  • Modern Businessman/Artist: Contacts, Crafts, Deceive, Empathy, Notice, Rapport. Magic: Sorcery, Alchemy, Ka Vision.
  • Modern Soldier: Drive, Fight, Notice, Provoke, Shoot, Stealth. Magic: Sorcery, Ka Vision.
  • Modern Priest/Scientist: Investigate, Empathy, Lore, Notice, Rapport, Will. Magic: Sorcery, Summoning, Alchemy, Ka Vision.
  • Modern Politician: Contacts, Deceive, Empathy, Provoke, Rapport, Will. Magic: Sorcery, Summoning, Alchemy, Ka Vision.

I’m thinking that I may need to allow characters to swap out one skill for another, based on the concept of their incarnation. For example, someone who incarnates as a police officer in 1900 CE may take the Modern Soldier mode, but want to swap out Stealth for Investigate. I think that would be okay, though I’m a little worried I’m making the modes a little too loose. I’m going to have to think about it, and reread the modes stuff in the Fate System Toolkit.

Simulacrum Skills

There are certain other skills that the Nephilim don’t get, because they’re based on the abilities of the simulacrum. These include Athletics and Physique, because they’re purely physical; Resources, because that’s purely social; and Solar Ka, because that’s purely human.

What that means is that I need to add a character creation step: creating the current simulacrum. In addition to those skills, I figure it would be good to give the simulacrum an aspect to identify it ((Could wind up with a total of eight aspects, in that case, which is a lot.)). This could, in some cases, act almost like a second Trouble aspect, reflecting how the history, role, or submerged personality of the simulacrum makes things difficult.

Updated Manual

And here‘s the work-in-progress manual, updated with the material from above.

Fate of the Nephilim: Documentation

A quick note about the information presented below: I’m not going to be explaining all the ins and outs of the Nephilim game. If you’re really confused by stuff, I urge you to grab the pdf of the game to follow along. You can get it at the Chaosium site, and the entire line is available at RPGnow. It’s well worth the purchase. And Fate Core is available from Evil Hat Productions. Also very much worth it.

Well, I’ve spent the last couple of days trying to get my head around where I left off on this project of converting Nephilim to a Fate Core game. It became readily apparent to me that I had lost a lot of momentum due to my long blogging hiatus, and had a fair bit of trouble remembering what I had planned to do next.

And so I fell back on my old stand-bys.

I’m a technical writer by day, and that means I’ve got a fair bit of practice with organizing and planning documentation. So, I decided to start actually writing the Fate of the Nephilim manual. That would document some of my ideas, show me what I had already done, cement some of the decisions, and give me a plan for what needs to come next.

The current version of the document doesn’t really advance things over the blog posts, but it does codify my thinking and planning. There are one or two new bits, decisions made either as I was putting the document together or sometime since the last post as the ideas have been brewing in my brain. But really, it just covers the basics of the character creation phases.

There’s still a lot to do.

It’s not a super-pretty document, either. I’ve given it a very simple cover page, a table of contents, and am using a pretty standard Word them to help with the organization. There are lots of pages that are blank except for the headings I’ve dropped in to use as an outline. And then, because I decided that I would share it with folks online, I spent an hour or so this evening tracking down the proper copyright and licensing notices for Fate Core and Nephilim ((Pro tip: always take the time to do this. If you like something enough to want to use it like I am, you should like it enough to give the proper credit to the folks who worked to make it in the first place. And not doing it just makes you look… unprofessional.)).

Yeah, I’m going to share the incomplete document with you folks.

If you find it interesting, let me know. If you spot any typos ((I haven’t given it a real editing pass. And one of the rules I live by is that everything always needs another editing pass.)), let me know. If you have any suggestions, comments, or complaints ((Though, to be honest, I will probably ignore complaints. Constructive criticism – now, that’s the way to get me to pay attention.)), let me know.

Next step will be coming up with the skill lists for the various eras. You’ll see what I mean when you look at the document.

Okay, so here’s the link.

 

I’m Back!

So, some of you may have noticed that my blog has been down. I got hacked. I’m in the process of getting it back up and running – I’ve cleaned out the infected files, reinstalled WordPress, and relinked it to my old database, so I ((Touch wood.)) haven’t lost any of the posts or files I had here.

I’m also taking this opportunity to do a little bit of a refresh on the appearance of the blog. Right now, I’ve got a functional, if not-terribly-attractive look set up, and I’m going to be trying some stuff with themes and images over the next little while. I’m not looking to make it fancy, but I want to give it a little more functionality and a few more of the features that I like. What do I want out of the look?

  • Clean and easy to read.
  • Excerpts on the front page instead of full posts.
  • Works well with Google analytics.
  • Lets me put occasional graphics in without spending an hour fiddling with them.

Some of you may also have noticed that there hasn’t been much new here in the past year or so. I plan on getting back to blogging a little more regularly ((Hell, just getting back to blogging AT ALL will be a big step forward.)), including continuing my Fate of the Nephilim series. There have also been a lot of very cool games ((Like CoriolisMasksCthlhu ConfidentialCity of MistsBulldogs! Fate Core EditionPhoenix: Dawn CommandCrestfallenUndyingUrban Shadows… you get the idea. And that’s not even touching the board games and card games.)) that have come out recently that I have OPINIONS about ((Huge surprise there, right?)).

Anyway, that’s the plan.

I’ve still got a lot of distractions in my world. They may interfere with this plan. But I’m coming into this with the best of intentions, and hope to get my blogging feet back under me, and turn this into an interesting place to visit, again.

Here’s hoping.