Sycarion Diversions

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One God, Many Faces

How I view the gods has changed over the years. When I started playing, we were in Greyhawk. Being young, having a character worship a god was a really big deal. I had a couple of players write "God" as the deity of their character. Most of the time it was blank. I even found a character sheet from 1984 of a Human Paladin character that had the word "None" scrawled next to Religion. (This was one of the yellow AD&D character sheets.) The deity was left blank. The big deal about the choice of deity was the feeling that no one was interested in roleplaying how a character worshiped at all. The cleric was just another magic-user with better weapons and armor who was indispensable in a dungeon crawl.

As we starting to mix elements of 1e, 2e and Dragonlance into the mix, we finally had an in-game reason to care about deities. This concern about religion was limited to clerics, but it was a big deal, nonetheless. Choosing a deity affected the weapons and spells a cleric could access, so we not only decided to be choosy, but we began to build our own worlds with a sense of who the deities were.

This is where I, as an adult that loves RPGs, would like to say that my 12, 13, and 14 years old selves were not really into the possibilities of a pantheon for the granted spells and powers, but for elements of story, added plot tension and seeds for higher-level adventures. I would love to say that, but it would be a lie. Bless my little munchkin heart, I kept trying to design the equivalent of Meteor Swarm for all my clerics.

Some of this reverted back to apathy with Spelljammer. All the clerics were followers of Ptah because no one wanted to lose their spells.

It wasn't until I played in college that I really saw how religion and deities could add fun playable things to a game. I encountered a man about four years older than me that had cool stories about his pantheon and the way ordinary worshipers, not just clerics, found favor and performed epic deeds. He also ran an Ars Magica game that was extraordinarily fun. Looking back, I can see a bit of influence of Ars Magica on how he ran spellcasters, both arcane and divine.

My later games, up until my hiatus, featured groups of gods that weren't a list of retreaded Greek and Roman gods that controlled one sphere of influence. My deities were powerful beings that had their own plots and schemes and battles with each other. In making them into super-high level characters, they took on a depth that transcended spells, rituals, how prayers were said and sticking to alignment. These gods were dynamic characters that changed over time.

That brings me to my two favorite deities, that weren't my creation: Paladine and Ptah.

I knew that Paladine was Good and that meant many in the party would probably choose him as the patron deity. But not only was he good, he was a dragon that loved to do things in humanoid form. I wondered why he would choose to live as anything *but* a dragon, especially a bumbling wizard named Fizban the Fabulous. I never read the books, so all I knew was the mention that he was thought to be Huma and that he actually was Fizban showing restraint in using his mighty powers. I don't remember how we figured out that he was also Bahamut, the platinum dragon.

I loved it because he wasn't Greek and he didn't fit into the stories of the saints I read in college. I wanted to read the books, but never managed to get one.  He was good because of his self-control, not because he attacked evil and overcame them with all his power. That still remains cool to me.

Then, there was Ptah. I read everything I could about the real Egyptian god hoping to use it. Ankhs were everywhere in all spheres, even the Space 1889 sphere. (I put a large Ankh monument on Venus in that sphere). He didn't live in the Outer Planes, but the ethereal. The Ethereal Plane, by my definition, was everywhere, so it made sense that Ptah was everywhere. He was the god of creation, so that attracted elves to his cause. He was the god of blacksmiths, so he attracted dwarven worshipers. As Hephaestus in real life and in my game world, he was the god of artisans, so he even had Gnome believers.

Ptah was everywhere and he was unavoidable. Was that Arcane trader wearing an ankh? Was that a flying pyramid? Who was that En Sabah Nur guy that is looking for a ship? Even the neogi and beholders knew that Ptah was nothing to be trifled with.

Ptah simply was. I had the hard-core worshipers chant something like Ptah is, Ptah was, Ptah will incessantly. It drove everyone crazy and made one of the characters question their belief. 🙂

Anyway, that the two favorite deities. One because of story, the other because he was inescapable. Next time, it will be a foray into edition wars. Oh noez!

Dice by the Dozens

This one is easy. The one type of die I already own that I dearly love is the humble d12. The one type of die I do not own, but wish I did is the d24.

From an RPG math standpoint, 2d12 rolling against a difficulty score hits that sweet spot for me in having easy to understand difficulty numbers and a bell curve. (Yes, it is a triangle, not a curve.) Something for me is easier to imagine that difficulty moves in 4% increments and that a DC of 25 is technically impossible without some help from a bonus.

From an aesthetic standpoint, I like pentagons. I also like the way it rolls due to its round shape. Holding a handful is almost like holding marbles.

In the same vein, a d24 is like hold a big Cat's Eye marble.

Oh yes, I would buy a pound of d12s if I could afford it. One day, I'll purchase some d24s just because.

Tomorrow, maybe another petty little post. 🙂

Let Me Tell You About Spelljammer

The primary reason that I love Spelljammer so much is that it provides an in-game reason to mix together elements of multiple settings, genres, and ideas. Our high school group rotated GM duties and having Spelljammer allowed us to add and remove just about anything. The overpowered laser pistols from the last adventure?

They only work on the planet you just left. Considering that you are being chased by half of all organized crime on that world, going back isn't really an option. You might get a decent price from the Mintakans† - they tend to be less discerning than the Arcane.

Then there was the third group of Gith followers, the Githxaren. They were neutral in the struggle between Githyanki and Githzarei. They drifted in and out of the Ethereal Plane quietly building a peaceful homeworld away from the mind flayers and the other Gith. Since they were based off the Githyanki and Githzerai in Fiend Folio, they basically had the same limitations, but they also had a druid-paladin type of class that I have since lost to time and several moves.

On the home world where all the PCs began before heading off into space,there was one mech from Battletech, an ancient Atlas that had just enough energy to launch either one shot of the PPC or a short-range missile. I put it there to battle the Tarrasque if the players managed to wake it up. (They never did.)

I had my minotaur cleric from Krynn, but others had human fighters, thieves and magic-users that wouldn't have raised an eyebrow. There were worlds with all sorts of odds and sods from all over. Yes, I had the giant space hamsters, gnomish ships (though I claimed that they were from Krynnspace). The name Iuz was thrown around a lot as if Greyspace didn't have enough issues with an evil demigod. There were time travelers, grey aliens and even Voyager I (though the PCs never found it).

If that wasn't enough, then a trip through the Phologiston would bring you to Space 1889 (Thanks Polyhedron 73-74!). There were zat (SJR4 Practical Planetology) found here and there in every sphere. You could find scro and nilbogs just about everywhere, whilst orcs and goblins were pretty rare. Did I happen to mention the phraints and the planet of the gorilla bears?

We Get It: Spelljammer is Gonzo

Well there is that, but I didn't always run it that way. Some adventures were  cargo missions and many were just exploratory. Things really didn't get really weird until we all went to the Outer Planes. The point is that I felt free to add things I liked, but I had a convenient way to remove things from play if I needed to. In some ways, it was like continuity in the Doctor Who universe - The Great Paradox is that there is no Great Paradox.

I overthink settings quite a bit. Recently I posted about generating a reason for Clerics to use maces instead of edged weapons that required a rewrite of ancient history where mankind skipped the bronze age due to a lack of copper. This further necessitated that the universe uses tin pieces and that copper pieces are used the way most people use silver pieces. Once the iron age came...

I can get lost in all of that because I want something to be internally consistent and passingly logical.

With Spelljammer, elements of the universe simply exist without explanation or reason. You could try, but why bother?

Who built the great Spelljammer ship? While you spend time in the Library at the Nexus of the Multiverse answering that question, we're just going to throw a lasso around it and see if we can steal it.

Why do the Arcane sell Spelljamming Helms, but not other advanced technology? You still buy from them? Those has-beens are outclassed at every turn by the Mintakans†. Besides, the Mintakans are more fun at a party.

So gravity goes to the center of the ship in most spheres, but there is no gravity in others. What's up with that? Your biggest concern is finding a sphere where air envelopes don't work. We got plants all over the ship just in case, but that only buys us 15 minutes of air. If we find one of those spheres, I think we'll throw you off the ship first.

With the ability to move in three dimensions, how can a ballista be an effective weapon in ship to ship combat? You just took 8 hull points of damage from an accelerator. The scro have magic missile guns on their ship. Shut up and load your cannon. We can't take another hit like that one.

How can making things in a planet-sized forge move a ship? Can you really take a giant hamster seriously? You didn't mention that all ships are shaped like animals, except a human Tradesman ship. Don't get those, they're Maneuverability Class C on a really good day.

The setting wasn't perfect - I disliked that mages were the only pilots. Even with that, the game was fun. Crawling around in dungeons are fun, too. I like a good hexcrawl and trips to unknown planes, too. Spelljammer represented to me an escape from Gygaxian Naturalism and Jacqauy-ed dungeons. After a session or two of Spelljammer, even if there were no laughs, I found it easier to enjoy the "real world" of a more typical fantasy world.

So there you are, I talked about Spelljammer for an entire post without drifting off into the ether. Next time, I get to talk about the d12. Oh the d12...

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† I don't remember the name of the trading rivals to the Arcane. Since they were loosely based on the Orion Free Traders in Star Trek, I took the name of one of the stars in the Orion constellation as an easy way to reference them.

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