juergen_hubert

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5
submitted 6 hours ago* (last edited 6 hours ago) by juergen_hubert@ttrpg.network to c/pathfinder@ttrpg.network
 

Any long-running published setting is going to have a couple of warts - ones where parts of the audience are going to say: "What the hell were they thinking?"

The same is true for Golarion. For the most part, I love the setting, but there are a number of setting elements I find problematic. One of these is Andoran. The best way I can describe it is as:

"A fantasy counterpart culture of the post-Revolutionary War United States of America - as retconned through American propaganda."

So while the real world American Revolutionary War was allegedly about "Freedom", but at the same time reinforced the system of slavery and exploitation of the First Nations - something commonly glossed over in American history - Andoran simply leaves out these ugly aspects and says that Andoran's revolution was really about fighting for Freedom and Democracy - which they now seek to export to the rest of the world.

I mean, I am not opposed to democracies in fantasy settings, or groups of people fighting slavery. But it's the mixture of these elements with tropes of the nascent USA that really bothers me.

What are your thoughts on this?

[–] juergen_hubert@ttrpg.network 1 points 20 hours ago

Oh, there are lots of tales missing. I estimate that there are more than one hundred thousand German folk tales that have been published in the 19th century alone, and there are a bare 755 of them on the wiki (as of this writing).

While I try to translate as many as I can, I am just one guy who does this in my free time. So yeah, there will be gaps.

 

I've been working on this wiki and interactive map of translated German-language folk tales since last June, and while there are always more tales to add, the wiki is functionally complete.

Please take a look, and tell me if there's anything that could be improved!

I've read some other books by Claude Lecouteux, and I am looking forward to reading this one.

The Despair Dragon in particular. I don't think I have ever seen such a weird-looking dragon.

Well, paying more for stuff is never fun, but the profit margins in the RPG industry are razor thin as it is. Both the employees of Paizo and their freelancers have mouths to feed, and I can understand why they do it.

I'll continue to buy their stuff as before.

[–] juergen_hubert@ttrpg.network 3 points 1 month ago

This was my very first RPG, back in 1990.

The first piece of advice: Don't have player character deckers. Make them NPCs. The decking rules are a horrible, horrible mess that takes the action away from the table.

 

Fantasy RPG settings have almost always drawn inspirations from real world cultures, including real world folklore and mythology. This also includes fantastic creatures, which are a staple of monster manualy since the earliest days of D&D.

And in recent years, there have been more and more efforts to draw TTRPG inspiration from non-European sources - a trend I approve of, since we can always use more diverse sources of inspiration.

However, I am curious how you all use creatures from different cultures in your fantasy campaigns and worldbuilding. I could see a few different approaches:

Do you assume "counterpart fantasy cultures" for your world? I.e. is there a Not!Europe, Not!Asia, Not!Africa, Not!Mesoamerica etc., each of which has "culturally appropriate" supernatural creatures? In such a situation, supernatural creatures would largely stick to their "home region", and occasional "guest stars" in other regions would be noteworthy. This works well, but it does mean you are usually limiting yourself to a "culturally appropriate" subset of the creatures in the books.

Alternately, you could try to integrate these creatures into whatever cultural region your campaign focuses on. In my view, this would require some rewriting in how these creatures are portrayed and/or named - if your region has a culturally English or Germanic slant, then having creatures that are called "Sramana", "Betobeto-san", or "Tzitzimitl" (to pick three examples from the recent Monster Core 2 for Pathfinder) will seem strange.

I feel there is no "right" or "wrong" approach to this, but I am curious how you are tackling this issue.

[–] juergen_hubert@ttrpg.network 2 points 1 month ago

Yeah, as a German the settlement patterns within most D&D settings looked deeply weird to me. But for all of its pseudo-European trappings, D&D owes at least as much to the tropes of the "Wild West" genre.

[–] juergen_hubert@ttrpg.network 1 points 1 month ago (1 children)

The problem is that cities are usually dependent on the resources of the surrounding countryside. You have to protect the fields and the mines as well, unless you can somehow produce all that stuff within the city walls.

[–] juergen_hubert@ttrpg.network 1 points 2 months ago

Keith Baker always encouraged this kind of creative reskinning of classes.

And, of course, the privilege of superbeings has been explored in #ttrpg before, such as in the setting of Aberrant.

 

Another one of my pet peeves about fantasy world building is the concept of "large cities surrounded by miles and miles of howling wilderness" (looking at you, Forgotten Realms!) While such cities aren't completely unknown in real world history ("oasis towns" in particular, they are and were very rare. Most real world cities are surrounded by a network of smaller settlements, and while you can come up with reasons for why a fantasy city is truly isolated, a setting will be more plausible if that is a rare exception.

So, what is a good way of developing settlement patterns in fantasy worlds?

A concept I found useful for worldbuilding purposes is that of the "Central Place Theory", which describes the notion that settlements of different sizes support each other. (And I first came across it in the WFRP 1E rulebook, of all things!) While this theory is not free criticism, I feel that it yields results that are plausible enough. In order to adapt it for fantasy purposes, I propose the following categories:

  • Villages are mostly inhabited by farmers and other food producers, although there might be a few specialist trades such as millers and village blacksmith. They are self-sufficient when it comes to food production, but need to trade for more complex tools. Using Central Europe as an example, it rarely takes more than an hour or two to travel to the next village.
  • Towns have markets where the farmers can sell their produce, and thus are rarely more than a day's worth of travel away from any given village. They are administrative centers and can produce most of the tools that the rural population needs for daily survival. However, they are also part of a network of long-distance trade, selling surplus from their own region and buying items that are rare in the local area. Each town is supported by a small network of villages, without whom it would starve.
  • Finally, Cities are major trade hubs and centers of craftsmanship. They will support multiple specialized trades and might be famous throughout the country (or beyond) for things they produce. Just like each town is supported by a network of villages, each city is supported by a network of towns.

In other words, when you place a city on a map, think about the network of towns and villages that support it. Depending on the scale of the map, you might not bother to place them all - but you should remember that they are there, instead having the wilderness start close to the city walls.

Which brings me to another point - real world history didn't have much in the way of "monster-infested wildernesses", but these are a staple of fantasy world - and they are a further reason why such dense settlement patterns might develop. After all, a lonely settlement is easy pickings for monsters - but a network of settlements can defend each other. If a single village faces monsters that are too tough for the inhabitants, they can ask for help from the next town or even city, who likely have specialist tools (and people) for that kind of thing.

In worlds where dangerous monsters roam the wilds, you could even make the argument that human(oid) civilization is not viable of the network of settlements is too thin - thus, you have "clusters of civilization" huddling together, while the wilds are full of lost settlement that could not be defended any more...

So, what are your thoughts on this? Have you put any consideration into settlement patterns for your own fantasy settings?

[–] juergen_hubert@ttrpg.network 2 points 2 months ago (2 children)

Eberron is one of my favorite DnDoid settings, precisely because the designers put a lot of thoughts into this stuff.

[–] juergen_hubert@ttrpg.network 4 points 2 months ago (3 children)

Seoni, the "Iconic Sorcerer" from the Pathfinder RPG.

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submitted 2 months ago* (last edited 2 months ago) by juergen_hubert@ttrpg.network to c/rpg@ttrpg.network
 

One of my pet peeves of modern fantasy media is the notion that some people are "special" - and thus implied to be "better" - than other people because of some inherent magical ability. One of the best-known modern examples of this is the Harry Potter franchise, where the protagonists are mostly mages, and even the characters who actually care about the welfare of the latter do so in an extremely patronizing way - i.e. by stopping the "bad mages" rather than working together.

In #dnd and similar #ttrpg, the concept is represent by the "sorcerer" and similar characters who gained their cool powers from some innate birth ability rather than study and hard work.

And while there is nothing wrong with wanting to play such a character, just for once I would like to see an in-setting examination of what it means to have this privilege, instead of the more common:

"Oh no, woe is me, I have been born with special powers and will be hated and persecuted for them. Thus, I must spend most of my time in a secret society with my fellow very special people!"

To be clear, people born with privilege did not ask to be born with privilege, and cannot be blamed for that. However, they should also acknowledge that they have this privilege, and not assume that they are somehow "better" than people without it.

[–] juergen_hubert@ttrpg.network 4 points 2 months ago

I rarely have buyer's regret for TTRPG products, but Carcosa ranks high on that list. The "Sorcerous Rituals" section is maybe worst - do we really need a detailed list of how sorcerers sacrifice humans to work their magic? Not to mention one ritual ("Consign to the Lightless Lake") where the sorcerer actually rapes his victim.

I will never buy anything from Geoffrey McKinney again.

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submitted 2 months ago* (last edited 2 months ago) by juergen_hubert@ttrpg.network to c/rpgmemes@ttrpg.network
 

Seriously. Every form of entertainment has baked-in political assumptions, and that definitely includes #ttrpg . You might choose not to examine them, but this is an active choice on your part, and you don't get to pretend that your entertainment is "free of politics".

 

Looking back at my past campaigns, the ones I've had the most fun running (and which were arguably the most successful) were the ones where the PCs could take a fairly sandboxy approach to exploring a wilderness region. I'd like to develop a new campaign like this again one day, but what I could use for such a campaign is an interesting premise. I am ruling the following premises out:

  • Adventurers plundering old ruins for profit: Too trite.
  • Adenturer-archeologists uncovering the deep history of the region for academic bragging rights: A lot of fun, but I have done this before.
  • Making the region "safe" for colonization and settlement: While the whole concept of "colonizing the frontier" provides plenty of interesting background drama for a campaign that I don't mind exploring, it is too ethically dubious to make the PCs take the side of the colonizers by default.

So, what other premises can you come up with that provide a justification for player characters to hang around a frontier region and explore it?

[–] juergen_hubert@ttrpg.network 2 points 2 months ago

They are! Click on the link under "Source" in each article.

 

I've spent the last few months building a wiki that contains my English-language translations of German folk tales.

It's not quite finished yet, but there are a couple of hundreds of tales for you to enjoy.

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Guest article on the Wild Hunt (www.eroticmythology.com)
submitted 2 months ago* (last edited 2 months ago) by juergen_hubert@ttrpg.network to c/folklore@mander.xyz
 

For whom it might concern: I wrote a guest article on the Wild Hunt in Central European folklore - one that tries to be a bit more nuanced than "The Wild Huntsman is really Odin in disguise!".

EDIT: Gah, I thought I had included a link! It should be fixed now.

 

I am currently currently through a bunch of Pathfinder setting books, and decided to share my thoughts on BookWyrm.

(Are you also sharing your RPG reviews on BookWyrm?)

 

The PCs will soon be entering their first "Megadungeon". And I want to emphasize how dangerous this environment is - not by throwing them into meatgrinder fights, but by having them come across the remains of earlier adventurers who died horribly. And I could use some suggestions from others!

Here are the rules:

First, describe the scene - whatever the PCs are seeing.

Second, describe what actually happened in case the PCs investigate and make some successful skill rolls, use divinatory magic, and so forth. Here is an example:

1. The PCs come across a chain mail which has seen some battle damage but is largely intact, as well as the blade of a handaxe. Both are covered by a thin green-white residue. Searching further, they come across a belt buckle and a small number of coins, all of which are likewise covered in residue.

(A gelatinous cube came across the body of an adventurer, digested everything organic, and left the metal parts behind.)

 

At some point in the past, I noticed that I had a strong tendency to make NPCs male, even though there wasn't any good story or setting-specific reason to do so. From gods to villains to random shopkeepers - most of these were assigned male without me even realizing that I have been doing it.

Thus, I started to assign genders by the roll of a dice - and I am fairly pleased with the results as this made the world significantly more diverse.

How about you? Have you noticed any similar biases in your own NPCs - and if so, what did you do about this?

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