Showing posts with label Greece. Show all posts
Showing posts with label Greece. Show all posts

Thursday, July 19, 2012

Mythic Greece: Combat Styles



Thinking about RuneQuest 6 combat styles right now. Here are my disorganizedthoughts on which ones should be included in my RQ6 Mythic Greece campaign.

Achaean Combat: This is the cultural style for all Achaean warrior-aristocrats, involving swords, spears, and shields. It emphasizes one-on-one combat, not formation fighting. It emphasizes force over elegance.

Chariot Combat: An obvious one. Chariots were used to carry heroes into combat, who would jump off and join the battle, run up along the chariot-pole and fight from there, fling javelins into battle, or use a two-handed spear or lance to "joust". The two-handed spear, shield, one-handed spear, and javelins are the most typical weapons for this style.

Mounted Combat: For Amazons, Scythians, and other horse-riding barbarians. Horse-bows and lances, plus shields.

Siege Warfare: Many heroes are "sackers of cities", so they would be skilled in this type of combat. However, fer complicated siege engines would be involved here, mostly ladders, rams, etc. Since it's at such an early stage, though, maybe there should be a cap on this skill?

Skirmishing: This seems appropriate, especially for any hero described as "swift-footed" (e.g., Achilles, Atalanta, etc.) The Amazons and Scythians are mounted skirmishers.

Unarmed Prowess: Should probably be divided into "Boxing" and "Wrestling". Boxers could use the cestus, a type of boxing glove consisting of leather straps wrapped around the hands for protection. The spiked version included what is essentially a pair of spiked "brass knuckles".

Other Combat Styles
Achaean Hunting Style
Berserker (Ajax the Greater)
Excellent Footwork (no specific reference, but it seems appropriate)
Intimidating Scream (Diomedes was "Master of the War Cry")
Spear Combat (Diomedes was noted as a "great spearman", Menelaus was "Spear-Famed)
Archery (Odysseus, Paris, Teucer)
Shield Wall a nd Formation Fighting: mostly civilized nations, like the Trojans.

Note that there's no shipboard fighting style. This is because the Achaeans don't seem to fight while at sea; they land there ships, jump out, and fight on land.

I also recall a scene where Achilles uses his shield as a weapon. Not sure if this should be a separate style or not.

Thoughts and comments are welcome, as usual.

Guy



Friday, July 13, 2012

Mythic Greece: Heroic Abilities

It seems to me that heroic abilities in Greek myth (Heracles' phenomenal strength and perseverance, Achilles' invulnerability, the ability of various characters to understand the speech of snakes and birds and bees, fly with cute little ankle-wings, great running speed, etc) should not require magic points or devotional pools to work; they are divine in origin, but they don't have to be activated. Also, the Greek gods are typically depicted as being able to give a divine gift, but not being able to take that gift away; to me, this says that a hero doesn't need divine approval to use his gift. If the hero does something that displeases the god, the god can put a condition on that gift (Cassandra was given the gift of prophecy by Apollo; however, when she spurned his advances, he gave her another "gift" that nobody would ever believe her prophecies.) Miracles, of course, are probably subject to divine approval, and the gods themselves manifest in some way when those are cast.

Here are some gifts that might be given to the children or favorites of the gods; it is not complete by any means. Some of them are actually from mythic heroes; others are some that seem right to me. How they translate into game terms remains to be seen.

“Godlike” strength, vigor, beauty, speed, etc.
"Impenetrable" skin, like Achilles
Acute hearing and sight
Ability to talk to/understand  horses, bears, bees, dolphins, etc.
Ability to move over water, snow, unstable surfaces without hindrance
Flight (usually winged, like Calais and Zetes)
Move and/or see underwater without hindrance
Breathe underwater
Ability to dodge or parry anything, even things that cannot normally be dodged or parried
Immunity to fire, poison, other harmful substances
Regaining your “strength” when you touch the ground (like Antaeus)
Having a terrifying or awe-inspiring presence
Never fail at a particular skill
Predict weather/tell when storms are coming
Berserker rage
Heroic Inspiration (inspiring confidence in others)
Immortality (self-resurrection)
Prophecy
Something like the old Multimissile
Like the above, but with melee attacks, unarmed blows, etc.
Stunning Glance (paralyze with a look(
The Evil Eye (put a curse on someone)
“Earthquake stomp”
Tactical insight
Defensive Insight
Berserker Rage

Mythic Greece: Weapons and Armor

I'm using various published game sources, such as Aaron Allston's excellent Mythic Greece, as shortcuts to get this game up and running. It was originally published as a supplement for Hero Games' Fantasy Hero system, as well as ICE's Rolemaster. As such, it has hit locations (though not necessarily the same as RQ6), so it gives me a place to start with the armor. I trust Aaron's research here, at least for game purposes, but I'll probably have to do some thinking about how this all fits together for RQ purposes; for instances, IIRC, there are no rules in RQ6 for overlapping armor. All metal is bronze, BTW.

Wealthy or Powerful Achaeans:
A helmet, either leather with bronze knobs, leather with a layer of boar-tusks, or a bronze helm.
Coat of mail
Leather codpiece (like an athletic cup, I suppose)
Breastplate and greaves (greaves might be linen, to help protect the shins from bruising when carrying a tower shield)
Belt, leather, may be worn over the coat of mail
Buckler or Tower shield
Sword and long spear.

Good Achaean Troops:
Helm
Breastplate
Linen greaves
Tower shield
Spear.

Lesser Achaean Troops:
Helm or leather skullcap
Buckler with either a boar spear or sword

"Peon" Achaean Troops:
No armor
Sling or bow, usually a short bow.

Miscellaneous:
Charioteers sometimes wore a suit of articulated bronze plate, known to us as the Dendra Panoply.
Clubs were often used; Heracles had a massive, bronze-headed one.
Short spears were often used as javelins. Really strong heroes might use long spears as javelins.
It was not uncommon for great heroes to rip up a boulder and use it as a missile, or to pummel somebody with.
Boxing gloves were strips of rawhide wrapped around the boxer's fist. The cestus was a variation of this, with something like brass knuckles with spikes thrown in.


Amazons:
Helmet, usually reinforced leather.
Body armor, made of tanned beast hide (lion, boar, etc. for wealthy amazons, goat for poor ones).
Girdle: leather, which may be worn over the body armor
Amazon Shield, a small, crescent-shaped shield, equivalent to a target shield.


Designing A Mythic Greece Campaign in RQ6

RuneQuest 6th Edition has come out, and it's stunning. I've been playing RQ since it came out in the 70s, and have been in a RQ3 campaign for about 20 years now. This edition is very different from that;  not only does this make no direct references to Glorantha, but it is designed to be customizable to fit your fantasy world the way you want it. The best example of this is the magic system(s). I Glorantha, everybody has access to some magic; in RQ6, this is not the default assumption. Take a look at some of the reviews in the link above if you want to know what other people think about it; I'm going to be designing a RQ6 campaign based on Greek myth. Though I'm assuming you have a copy of the rules, comments and questions are welcome even if you don;t have it. I have a thread going over at the Design Mechanism forums.


I figure that the best way to learn the rules is to jump right in and start designing some characters. OK, that's pretty straightforward, and the designers do a great job of walking you through it. After the basic character generation steps that everybody has to go through,  get a grasp of the RuneQuest rules. Any input would be very helpful, as I'm having a hard time absorbing the details of the system. I have a few campaign books from other games to assist me, as well as several shelves of books on Greek mythology and culture, but translating that into a playable setting is a Herculean labor. 

Here are a few observations just off the top of my head: 
1) Culture: Though we're accustomed to thinking of the Greeks as civilized, Homer's Achaeans act a lot more like Barbarians. The standard Barbarian cultural skills* describe the Homeric heroes much more than the standard Civilized skills (which would be more appropriate to Classical-era Greece, specifically Athens). Egypt, the Hittites, the Minoans, Colchis, and the Trojans would be better candidates for Civilized cultures. (I'm skipping over the Combat Styles for the moment).

Standard Skills: Athletics, Brawn, Endurance, First Aid, Locale, Perception; and either Boating or Ride.
   Professional Skills: Craft (any), Healing, Lore (any), Musicianship, Navigate, Seamanship, Survival, Track.

2) Careers: Most of the Barbarian Careers except for Mystic and Shaman; Priest is fairly common, and Sorcerer is rare (and is usually open to women only). Add Farmers and Alchemists to the Career list. 

2) Magic: Magic Points do not come from the Self; they must be replenished from sacrifice, magical locations, veneration of the gods, etc. Folk Magic exists, but it is not ubiquitous; it can be obtained from hedge wizards, wise women, and other types on the fringes of society. Priests of the Olympian gods may offer a few spells. No spells are associated with non-magical professions. 

3) Animism is not practiced by Greeks; it is practiced by Scythians, the proto-Celts, and other barbarian types. 

4) Mysticism is not practiced by the Greeks. Egyptians have some Mystic cults. "India" and "China" practice Mysticism, but they are on the far edges of the world. 

5) Sorcery is practiced mostly by solitary women of divine ancestry, such as Calypso, Circe, and Medea. 

6) Theism: The Olympians and their associated gods are worshiped, and provide miracles to their priests and priestesses. Many gods have subcults that provide different miracles to their priests and priestesses. Lower ranks may learn folk magic related to the gods at their basic Folk Magic percentile. The default Rune system is not used, but the gods all have one or more specialties that might perform the same function as a rune. Note: Demigods and heroes who have divine blood do not have to be priests (or even cult members!) to receive a Divine Gift. These gifts usually function automatically, and do not require magic points or other costs. (Note: I need to work out some kind of process by which a character can opt to be a demigod during character creation, how many Divine Gifts, etc.) 

That's what I've got so far. Please share your thoughts on running a Greek campaign, even if you don't know the RQ6 rules.

Guy 

Thursday, February 17, 2011

"Home of the Fighting Phenomenologists"



One of my ongoing , never-run RPG projects is The Mighty Sons of Risus, a campaign set in the world of the Italian sword-and-sandals movies. These feature an anachronistic jumble of Greek myth, Roman gladiators, historical anachronisms, and outright fantasy such as clones and aliens.  I wanted to include a section on Greek philosophers, since they are a prominent feature of the ancient Greek milieu.  Making them interesting, however, is quite a challenge...

Philosophers

Bedivere: "...And that, my liege, is how we know the Earth to be banana-shaped."
Arthur: "This new learning amazes me, Sir Bedivere. Explain to me again how sheep's bladders may be employed to prevent earthquakes."
--Monty Python and the Holy Grail

Cliff: "Due to the shape of the North American elk's esophagus, even if it could speak, it could not pronounce the word 'lasagna'."
--Cheers

          Often shunned for their tedious rambling, eccentric behavior, intellectual smugness, ability to detect free food and drink with extraordinary precision, and a scandalous disdain for religion, Philosophers were a nigh-ubiquitous feature of urban Greece, and deserve some representation in a Sandalpunk campaign. But philosophy itself seems like an unlikely addition to role-playing games, in part because most gamers who studied Philosophy in college had notebooks with more doodles of dragons in the margins than actual notes themselves. How, I pondered glumly, can we use Philosophers, in a game without dragging down the level of fun?

          Here's my best shot at solving the dilemma of how to tell all the wooly-bearded, wooly-headed guys apart.  I hope there is enough information, scant though it is, to help you play a philosopher as a PC or an NPC.  The numerous different schools of philosophy, each with its own particular brand of "the truth", eccentric notions, and cutthroat rivalries, can be a good source of entertainment and (mis)information.  Having party guests from two opposing schools at the same dinner party might be sophisticated fun, scandal, a brainy brawl, or the beginnings of a full-scale war of the wise guys.
         
Schools of Philosophy
Socratics, Platonists, and Aristotelians
          Even other philosophers sometimes have trouble telling these groups apart. Both are known for studying ethics, logic, rhetoric, and other esoteric subjects, and for crowds of disaffected youth and malcontent intellectuals gathering at their "symposia" (drinking bouts). They sniff at the thought that philosophy might have any practical applications (take THAT, Archimedeans!), but are good at spreading the notion that philosophy makes one a better human being.
          Socratics are notorious for corrupting youth with questions like "What is Justice?", "What is the best way to live a good life?", and "What happened to all the olives?". They believe that the wisest man in the world is the one who is aware of how ignorant he is, and many wise people agree that the Socratics certainly qualify for that.
          Platonists believe that the world as we see it is a corrupt version of the ideal form, which cannot ever be reached by material beings; gamers with visions of making off with the "Ideal Form" of a mountain of gold should just keep that to themselves. Oh, and the Platonist version of the perfect ruler is the Philosopher King, which lets you know what they're really plotting late at night over a bottle of ouzo.
          Aristotelians scoff at Platonists' notion of "ideal forms", but spend an inordinate time looking for "First Causes" and "the Unmoved Mover". They believe that to be fully developed as a human being, they must master a variety of disciplines. Thus, they have developed a variety of trivia games which they play against each other, fielding random questions about Geography, Entertainment, History, Arts & Literature, Science & Nature, and Sports & Leisure.

Pythagoreans:
Suave and mysterious in the way that only math geeks can be, Pythagoreans crunch numbers the way Epicureans munch olives. Reclusive and mystical, these "mathemagicians" are always finding obscure relationships between numbers in odd places, be it in poetry, architecture, geometry, music, astronomy or (theoretically, of course) women's undergarments. Strangely, Pythagoreans also believe in reincarnation, and that foods like rabbit and beans are evil.

Stoics
          Stoics personify the expression "stiff upper lip". They believe in ignoring pleasure and pain, thinking that these distract them from Logic and Reason, the only thing in life worth having. They can be the featured attraction at a gladiatorial bout, witnessing the slaughter of helpless screaming widows and orphans, or consummating their marriage with their childhood sweethearts, and they won't bat an eye.
          Mr. Spock from Star Trek is probably the bestknown  example of a Stoic (minus the green blood, pointy ears, and the Vulcan Neck Pinch). American Indians (not so native to Mythic Greece), Spartans and die-hard traditional Romans are also unofficially Stoics.

Cynics
These scruffy philosophers believe in "living a life of Virtue in agreement with Nature."  Therefore, Cynics give up all worldly possessions, including money, houses, and personal hygiene products, to live a simple, frugal, shameless, and often naked life on the street.  They eat what they find, sleep wherever they can, and say whatever they want.  They scoff at the false values of those who indulge in materialistic lifestyles, care about things like honor and glory, and wear clothes free from embarrassing stains. 

Epicureans and Hedonists
          The only important goal in life, according to the founder of Epicureanism, is the pursuit of food, drink, and company, which means they turn up at parties a lot.  They can often be found expounding on the benefits of seeking "modest" pleasures (while pilfering hors d'oevres and pouring libations of the host's best wine) to attain a life of tranquility and freedom, free from bodily pain and distress. "Everything in Moderation", they caution, making sure to sample at least one of every tasty tidbit at the table.
          A rival colloquium of sensual sages, the Hedonists, disagree: "Everything in Excess!" is their creed. Too much of a good thing is never enough for a true Hedonist. They wax eloquent about the virtues of stuffing every orifice full of whatever gives it the most pleasure, and praise the tranquility and freedom that only massive overindulgence can bring (at least until inevitable blackouts, hangovers, and crossbow weddings).

Sophists
       All the other philosophers claim that Sophists are giving their profession a bad name. They are reviled for two things: their greed for money and power, and their ability to bend logic and reason like a pretzel, Known for twisting the truth until it cries for mercy, they function much like con-men, used chariot salesman, shyster lawyers, and career politicians.  They specialize in splitting hairs, putting words into their opponents' mouths, padding expense vouchers, and buttering up wealthy patrons
          Debating a sophist is like standing in front of a monkey cage wearing your best white tunic: you're just begging to be pelted with dung.

Archimedeans
          Derided by as "mere tinkerers" or "menial craftsmen" by the other philosophers, Archimedeans are the inventors, engineers, and gadgeteers. Their workshops are full of sputtering aeolipiles whistling like a teakettle, half-finished prototypes of siege engines, scale models of leaky aqueducts, and the like.  They consider themselves the inheritors of the legacy of Daedalus, the legendary craftsman. Archimedeans were inspired by childhood tales of the mechanical servants of Hephaestos and the bronze giant Talos; they are driven by a desire to take things apart to see how they work, and yearning to improve on the design.  They dream of creating burning mirrors capable of setting fire to ships, one-man vehicles that fly or swim or roll across the ground, and meddling in the gods' domain.
          Contrary to modern sensibilities, the possibilities of mechanized warfare have not yet caught on with the rulers of the Bronze Age.  This may have to do with the novelty of the technology, the expense of research, or the hazards of actually using these half-tested deathtraps.