Showing posts with label jack vance. Show all posts
Showing posts with label jack vance. Show all posts
Sunday, May 15, 2011

Another Appendix N Score

    Every year, our local Canadian Broadcasting Corporation radio station sponsors a charity booksale, in support of childrens' literacy projects. This is the second year of my attendance. Again, I came away with a nice collection of Appendix N science fiction and fantasy paperbacks. Here is a list of those paperbacks, for which I paid a buck a book:

    • Anderson (Flandry of Terra, Flandry-Agent of the Terran Empire, Flandry-A Knight of Ghosts and Shadows, The Man-Kzin Wars, Three Hearts and Three Lions)


    • Anthony (A Spell For Chameleon)


    • Aspirin (Shadows of Sanctuary, Face of Chaos)


    • Burroughs (Tarzan of the Apes, Return of Tarzan, Beasts of Tarzan, Warlord of Mars, Gods of Mars, Thuvia Maid of Mars)


    • Carter (Flashing Swords #5)


    • deCamp (Conan the Barbarian, Conan the Adventurer, Conan the Buccaneer, Conan the Warrior, Conan the Usurper, Conan the Avenger, Conan of Aquilonia, Conan of the Isles, Conan and the Spider God)


    • Doyle (The Lost World)


    • Eco (The Name of the Rose)


    • Eddison (A Fish Dinner in Memison, Mistress of Mistresses)


    • Foster (Splinter of the Mind's Eye, The Time of the Transference)


    • Glut (Empire Strikes Back)


    • Haggard (The World's Desire, Heart of the World, People of the Mist)


    • Howard (People of the Black Circle, Hour of the Dragon, Marchers of Valhalla, Swords of Shahrazar, Skull-Face, Red Nails, Black Canaan)


    • Jackson (Fighting Fantasy)


    • Harrison (The Stainless Steel Rat)


    • Lee (The Book of the Damned, The Book of the Beast)


    • McCaffrey (Dinosaur Planet)


    • Moorcock (Legends from the end of Time)


    • Moore (Jirel of Joiry)


    • Norman (Slave Girl of Gor, Tarnsman of Gor, Time Slave)


    • Norton (Quag Keep, Lord of Thunder)


    • Nowlan (Armageddon 2419 AD)


    • Offutt (Sword of the Gael, Demon in the Mirror)


    • Perry (A Warlock's Blade)


    • Saberhagen (Empire of the East)


    • Smith, E.E. (Triplanetary)


    • Stasheff (The Warlock Wandering, The Warlock is Missing, Warlock and Son, The Majesty's Wizard)


    • Van Vogt (Quest for the Future)


    • Vance (City of the Chasch, The Dirdir, Big Planet, Galactic Effectuator, The Blue World, the Anome)


    • Zelazny (Hand of Oberon, Dilvish The Damned)


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Sunday, October 31, 2010

Looking For Miniature Figures For The Dying Earth RPG

Gary Gygax On Jack Vance And The Dying Earth


    "The Dying Earth is a marvelous, dark far-future world setting. The earth is no longer our world, just as the sun is no longer the Old Sol we see. It is a planet so ancient that its earlier history has been lost and forgotten. Of the later ages, a staggeringly long series of epics, information is revealed only in tantalizing snippets. All of its places are striking in that they are strange yet somehow familiar, and there is no question that something startling and new will be revealed at each turn. To my thinking, this milieu is creative far beyond the bounds of what has been offered in any material previously written....

    In considering the Dying Earth milieu, one must be prepared to accept some differences between it and the standard world of fantasy derring-do. While much has been forgotten, the whole of the race of mankind has matured and grown ancient and cynical. Naivete there is aplenty, but behind it there is cynicism, duplicity, and treachery ... So the milieu is one where Machiavelli would be considered the norm in civilized places, while in the hinterlands the oddest of things are to be expected....

    Does this mean that the Dying Earth can not expect some altruism, bravery, even a sense of wonder in its leading characters? Hardly! While such are rare enough here and now to be remarkable, these traits are definitely human, will persist as long as Homo sapiens in whatever evolved form remain extant. The trick to survival for such individuals on the Dying Earth must be cunning....

    The Dying Earth is the perfect place for a sophisticated, whimisical, and enthralling fantasy campaign. It can be on virtually any scale, and feature whatever the participant group enjoys most. Combat and magic? Of course. The same is true of story and intrigue. To be forthright, the milieu is so broad as to invite any and all aspects of the RPG into play, and those in whatever mix and degree of emphasis is desired. Simply put, the Dying Earth milieu is just about a perfect one to transfer from fiction to game. The caveat is, don't think along 'conventional' fantasy lines. It is a place where long ages have altered things, even magic and the human archetype to some degree."

    -- Gary Gygax, "Jack Vance and the D&D Game", from The Excellent Prismatic Spray, Volume 1, Issue 2
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Thursday, October 28, 2010

Cunning, Comedy, Casual Cruelty?

    If your answer to this question was The Dying Earth RPG, you'd be right.

    The Dying Earth RPG is a role-playing game intended to emulate the world -- and words -- contained in Jack Vance's Dying Earth series of novels and short stories. You'll note that I did not include "Combat" in my alliterative title. I did this for a very simple reason: The Dying Earth RPG actively discourages you from engaging in mortal combat, and the game system reinforces that by making combat very deadly. You only need to take a couple of blows before your character is out-of-commission, or more likely, dead.

    What then is The Dying Earth RPG about? It's about clever repartee, social combat, cunning subterfuge, laughter, and casual cruelty.

    Clever Repartee

    The principle game mechanic of nearly any role-playing game is the system governing the accumulation of experience points. Experience point award mechanics are important in role-playing games, as they are the mechanism permitting character upgrades. The experience point mechanic of an RPG is thus a powerful communicator of what is expected of a Player. In The Dying Earth RPG, experience points are ONLY awarded for clever repartee. No experience for combat. No experience for treasure. Just witty dialogue, elegantly framed in the Vancian style, and delivered with impeccable timing. Therefore, The Dying Earth RPG is a game like no other: it is a role-playing game to its very core.

    Social Combat

    I'm not a big fan of social combat systems. My reasoning is that those combat systems either encourage conflict between players (PvP conflict typically happens as a matter of course, but i'm not interested in encouraging it) or govern the interactions between player and DM (in which case, as a "fair" DM, you should be able to judge when you have been verbally bested and concede defeat, without having to resort to a die-roll). The Social Combat system in The Dying Earth RPG is based on dice pools. Each player (and any encountered NPCs) has a dice-pool made up of d6's, and can continue spending dice from their pool until they or their opponent has exhausted theirs. Scoring a 1-3 means failure, while a 4-6 means success, with the 1 and 6 being catastrophic failure and incredible success, respectively. Depending on your roll, your opponent may have to expend more, or fewer dice, to respond to your success or failure. This mechanic feels artificial to me, as I would rather engage in the actual role-playing, of two combatants trying to convince the other of the superiority of their position, but the dice-pool is a reasonable substitute, for those who are uncomfortable "talking with funny voices".

    Cunning Subterfuge

    Like the characters in Vance's Dying Earth books and short stories, each of the Player's characters are lazy, self-absorbed, covetous, avaricious, and arrogant. So are most of the NPC's they encounter. Therefore, the game resolves around the planning and execution of cunning strategems to gain wealth, comfort, power, prestige, fineries, and delicious food, with as little effort and risk as possible.

    Laughter

    As was mentioned earlier, experience points are awarded for clever repartee. This is accomplished through a mechanism whereby the DM provides several Vancian phrases to each player, prior to the start of the game session. They must weave those phrases into the game at some point during the session. For those who deliver their line, at an innapropriate time, no experience points are awarded. For those lines delivered when appropriate, but eliciting no positive response from the other game participants, one experience point is awarded. But when the line is delivered, and elicits positive responses, propels the adventure in a humorous or unexpected direction, or garners laughter from the other players and DM, two or even three experience points are awarded by the DM. Therefore, Players are encouraged to ham it up, directing the in-game conversations in such a way as to allow for the delivery of their appointed lines.

    Casual Cruelty

    Casual Cruelty, or "man's inhumanity to man", is a common theme in the tales of the Dying Earth. You see this in the Liane the Wayfarer stories, or in Cugel's treatment by, and of those he encounters in "The Eyes of the Overworld". The author of The Dying Earth exhorts the DM to insert scenes of casual cruelty (sparingly), establishing the nature of the cruelty, and allowing the imaginations of the players to fill in the horrifying details. He opines that a successful scene of casual cruelty will nag at the players after the game, as they think more fully of the implications.

    The Dying Earth RPG allows you to run the full gamet of emotions during a role-playing session, from hilarity to horror. The Dying Earth RPG is clearly not for your typical hack-n-slasher, and is more appropriate for your more cerebral gamer. What I love about this game is its respect for the Vancian source material, and its overt discouragement of mortal combat, which is a refreshing change from the direction Dungeons and Dragons has recently been drawn to.
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Wednesday, October 6, 2010

Jack Vance: The Dying Earth

    Jack Vance's The Dying Earth was published in 1950, some 60 years ago. A slim book of 156 pages, The Dying Earth is a brisk and enjoyable read, and is far cheerier than its brother, The Eyes of the Overworld.

    The Dying Earth is composed of six short stories, some of which are cleverly interconnected. Those short stories are: Turjan of Miir; Mazirian the Magician; T'sais; Liane the Wayfarer; Ulan Dhor; and, Guyal of Sfere. The accompanying picture is Joe Bergeron's depiction of a confrontation between T'sain (the twin sister of T'sais) and Mazirian the Magician, beneath the waters of Sanra, the Lake of Dreams.

    While Mazirian the Magican and Liane the Wayfarer both ultimately receive their comeuppances, many of the other characters in The Dying Earth enjoy a better fate.

    Jack Vance's Dying Earth series is well-known as the basis for the D&D magic system. In The Dying Earth series, most Magic Users can employ only 4 or 5 spells, much fewer than the number permitted for middle-to-high level spellcasters in earlier versions of D&D.

    In Vance's Dying Earth series, only some 100 spells remain, from the thousand or more that existed in earlier times. Among the spells still know are the Charm of Untiring Nourishment, Call to the Violent Cloud, the Excellent Prismatic Spray, Phandaal's Mantle of Stealth, Phandaal's Gyrator, the Spell of the Slow Hour, the Spell of the Omnipotent Sphere, the Spell of Immobilization, and Felojun's Second Hypnotic Spell. Looking at the spell lists in early versions of D&D, and those in some of the Arduin and Delos rulebooks, one is struck by how often the Vancian naming conventions were employed. A credit to Gygax, Hargrave and others, who treated the source material with respect.Source URL: http://idontwanttobeanythingotherthanme.blogspot.com/search/label/jack%20vance
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