Friday, September 16, 2011
Dungeon Crawl Classics RPG: The Wizard
The game world supposes that magic is inherently an extremely dangerous, alien, and corrupting thing, so that the more often someone uses it, the more likely it is that they will be permanently changed, maimed, or worse. When a wizard PC rolls a one on a spell check, the player must first roll on the spell fumble table, which can be as innocuous as a small explosion nearby, or as bizarre as a torrential rain of iron ingots (it doesn't say that they will necessarily cause damage, but I can't imagine a situation where heavy metal suddenly begins raining down upon your head and it NOT hurting). But ADDITIONALLY, the wizard character must also face a roll on the corruption table, since when magic goes wrong, it goes very, very wrong. Corruption is, for the most part, permanent, and also very obvious. It can be the character's ears falling off, their limbs turning into tentacles, a permanent case of weeping pustules all over the face, one's mouth being replaced by a beak, or growing a tail with a third hand at the end. One can only imagine a very old wizard to being a repugnant, shivering mound of flesh, worse than a chimera and hardly able of speech of locomotion. Furthermore, one wonders why anybody, in this world, would want to be a wizard at all. Given, there is only a 5% chance of failing, and given that many corruption effects are not that bad, over time, the probability becomes staggering. Pair this with the fact that when a wizard learns a new spell, it is possible that it will be difficult to cast, requiring the use of a d14 or a d16 rather than a d20, raising the likelihood of corruption to 6 or 7% every time a spell is cast.
In analysis of this, I can only guess that this system was put into place as an alternative to the Vancian system of older editions of D&D. Typically, in DCCRPG, if a wizard succeeds on a spell, it is not lost and can be cast again. This is a great improvement, in my eyes, over the set-and-forget one a day Vancian system. However, if the spell fails, one suffers all of the effects above, plus the loss of the ability to cast that spell anymore for the rest of the day. So even after all that, you still fail. Unless, of course, you perform some horrific act of self-mortification called "Spellburn" to regain the spell, which can even result in temporary stat loss (there is a picture of a wizard stabbing a knife through his hand) until the wound heals. All of these things, corruption, mercurial magic, spellburn, spell fumbles, are completely random. You have to roll on tables.
This is completely insane, to me. It completely takes away the roleplay aspect of the wizard, and makes it seem like the character is not in control of their own actions. Especially in regards to spellburn, it seems like it would make a lot more sense for the player to be able to choose what type of self-mortification they would like to engage in, for a similar level of effect in regaining the spell. For instance, maybe the player only wants to burn some of their hair; maybe then that the spell would be regained, but instead of a d20 you can only roll a d12. The most bizarre spellburn action is if you roll a 1 on the table: "The wizard sacrifices one pound of flesh per spell level, which he must carve from his own body with a knife that is holy to a powerful outsider." WHO CAME UP WITH THIS? One, if you cut a pound of flesh out of your own body, YOU WOULD ALMOST CERTAINLY BE MORTALLY INJURED, and even if you weren't, you'd be bleeding so badly you couldn't do anything except lay there for a while until you died or passed out. Secondly, where would this holy knife suddenly appear from? What if you rolled a one, but shucks you were fresh out of holy knives to powerful outsiders? Would you have to roll again to try to get another result? This doesn't seem to be a very well thought-out system, and honestly if I ran a DCCRPG game, I would not include this rule, period. Losing a spell on a failure is fine. You get it back the next day, you'll just have to use your crossbow until then.
Let me take a second to recompose myself here. Anyway, this is not a case of "he who summons the magic, commands the magic." This is a case of "he who summons the magic is completely screwed." Though magic comes from immensely powerful and ineffable extraplanar entities who obviously do not have much stake in humans besides as playthings, the onerous punishments for being an ordinary wizard doing ordinary wizard things seems a bit extreme; the idea is great, but I can't imagine an actual person playing a wizard in this game and having fun for long, as they become less and less able and more and more hideous, while the Fighter literally can do no wrong. If I were to run a game like this, I would be very tempted to highly modify the wizard rules in order to make the class more playable. I can't tell whether DCCRPG wants to be more deadly and serious, or more zany and goofy, since it seems to want both, and it creates a very jarring experience in the process.
Foremost, I would allow a willpower save against the corruption every time a spell is failed. Spell misfires are fine, I can deal with that, I just wish the table was more expansive. I would also allow for the possibility of the corruption effects being reversible, however at great cost or very difficultly is completely fine. An alternative to that would be from within the rules themselves: many effects from misfired spells wear off after 1d7 days, 1d7 weeks, 1d7 months, etc.; an arbitrary and random amount of time, that'd be fine. Rather than the wizard becoming an increasingly disfigured mound of undifferentiated flesh with tentacles, beaks, claws, and wings sticking out of it like some miniature toy breed of shoggoth with bad acne, give the guy a break.
Wizards receive their magical power from extraplanar patrons; why can't they try to appease their patrons after failing a roll by accepting this... alteration, but then after a period of time they are returned to (mostly) normal. Or maybe they can remove a sign of corruption by giving something up; a spell, one point off a stat, something to the tune of the spellburn table. Or maybe they can even just temporarily lose the use of the spell that caused the corruption altogether, until they can overcome the corruption it caused. Give the player a little bit of control and a few choices, or else the forced randomness only creates a different kind of rails for the game to follow. Warriors deal more damage, more easily, with fewer penalties for failing, and look better while doing it. There is no mechanical reason in this game to be a wizard, and in fact players will probably end up feeling like they are being punished for playing one. There has to be a better way to handle a world where magic is inherently dangerous that does not involve systematically (and randomly) deconstructing a character and transforming it into something that the player wouldn't want to play anymore.
Postscript: I suppose it should be mentioned that these are the beta rules, so the wizard might be much less unplayable in the final form. I am a little disappointed that the publication date for the final rules was pushed off until February, this is one of my most anticipated new games, despite my less than generous attitude in this article. Even with these rules, I would love to run a game in which there was a wizard, maybe even two wizards, to see how the rules actually play out in practice, so all of my comments above are purely on a theoretical level having just read the rules.
Thursday, September 15, 2011
Alignment and the Banality of Evil
I do believe that these sorts of alignment change questions, when relevant to the PC, should be discussed with the player outside of game, and perhaps privately. Other characters might not notice the change at first, but become slowly aware of changes in the character's personality that do not mesh with what they usually expected from them. In the case of a divine character, I don't see why they should lose their divine powers (even in the case of one who worships a lawful good deity), but the powers become warped somehow. Or perhaps they change allegiances. As they stray further and further from the path proscribed for them by their deity, their holy symbol darkens, tarnishes, fades, or chips, something which can be noticed by their fellow adventurers. This can be played out in game, as well. Perhaps a crusader for Bahamut begins to feel disillusioned by being constrained to only do good, even when it might, ultimately, allow an even greater evil to flourish, and instead strays to the side of the Raven Queen as the impartial Ultimate Mediator.
Corollary to this idea of alignment change is the idea of betrayal. I have never actually had a game where one of the PCs betrays the others, but there are some games that make it much easier (such as Call of Cthulhu). Chief in my mind here are the Horus Heresy Warhammer 40,000 novels where the titular character, Horus, is corrupted by chaos, and it slowly becomes more and more apparent to Garviel Loken as time goes on, as he acts further out of character and quickly begins to make Loken legitimately concerned. Certainly a PC betrayal would, in most situations, result in the PC being ejected from the party and, at best, becoming an NPC. But is there a situation where a character could become evil in a group of good PCs and still remain mostly in line with the party goals? I can only jokingly think of the Order of the Stick, where the other characters have to keep Belkar in line, because he is Chaotic Evil, something which they have to keep a secret from NPC paladins who might otherwise want to smite him.
An evil (but otherwise harmless) PC might create similar hijinx when dealing with an uncertain populace, and constantly having to corral that character in, given an accepting group, might create fun and funny roleplay experiences. I will be very interested to see what Rob Schwalb does with 4e Book of Vile Darkness, because I am constantly trying to think of ways to create more situations than just "good characters kill evil badguys, everybody win." Life is more interesting than that, so why shouldn't the game be more interesting than that? Supposedly good people are compelled into doing evil things all the time, whether by circumstance, trickery, or plain folly. A game which allows for the "banality of evil" would probably be more interesting, but I've just never had the opportunity to put something like that together.
Wednesday, September 14, 2011
Magical Schools of Thought
Chiefly, what if Vancian magic is just a theory? Like, in the D&D universe, what if wizards traditionally were able to only cast one spell a day because that's just what they were taught? This assumes that wizards undergo magical training at some sort of wizard school, which is well within the bounds of the theory about wizards generally. One also can easily harken to Jonathan Strange and Mr. Norrell, with Mr. Norrell being representative, by and large, of the Vancian theory. Magic should be properly respected, especially by younger, more inexperienced, wizards, and so it is not only improper but potentially dangerous for an inexperienced wizard to go wild with Magic Missile before he truly understands the arcane energy that he is summoning together in order to coalesce it into the force commonly referred to as a Magic Missile. Additionally, by casting it once a day a wizard can be certain that he will have assumed all of the proper concentration and focus necessary to ensure that it will land and have an effect.
4th edition, by contrast, is a much more free wheeling, damn-the-consequences theory of magical practice, and as a result of that, is less effective. The compromise for breaking in to the arcane energies faster than with the Traditionalist school is that, quite often, magic can come off only partially formed, and fizzle out midair rather than land its target. A missed die roll in 4e represents a failure to summon together the proper arcane forces and is not so much an abject failure on the count of the wizard himself, but a consequence of trying to do too much, too fast, which is largely representative of this school of magic to begin with.
One can almost assume that earlier editions of D&D took place in an earlier, more chaotic time in the collective D&D'verse's history, and, as time went on, not only did the world change, but the ideas of the people in the world changed as well, and part and parcel to that, one can certainly expect a paradigm shift in magical theory. The older, more cautious Vancian approach is almost entirely subsumed beneath the newer, flashier 4e system that allows for such (in the eyes of the Old Guard) unnecessary ostentatious displays as "Jim's Magic Missile."
In game terms I see absolutely no reason why a player, even in 4th edition, couldn't create an "old style" wizard who still insisted on making the tradeoff from having At-Will powers to having spells have a much more definite chance of hitting. Whether this is practical or simply stubbornness, it doesn't ultimately mechanically matter. Perhaps take a page from the Dungeon Crawl Classics RPG and have powers that are usually At-Will not be expended if they miss, but have powers branded Encounter or Daily powers continue to get the Vancian treatment. There would almost necessarily have to be some power creep involved in the powers themselves, to counterbalance the more limited expression they'd take with this system in 4e, breaking the balance of the game. But I don't think that's necessarily a bad thing. How this would look in Epic level though, I have no idea. Perhaps it might be worth, at level one, awarding the Vancian "Old Guard" wizard one additional feat in order to trade off for the power imbalance.
One of the things I really appreciate about the Dungeon Crawl Classics RPG is that it makes dabbling in the arcane arts extremely dangerous. While DCC might go a little overboard with it, the lesson is still there. Vancian magic shows a bit of respect for the forces that are behind what makes magic "work," which is something that completely disappears from 4e. Magic becomes frivolous and carefree, which not only loses its flavor compared to other similar-leveled powers from other classes, but also makes it ultimately less interesting to play a wizard as opposed to another arcane class that might deal more damage, like a sorcerer. Adding a little more danger, or uncertainty, or even flavor in this way might be the solution to the otherwise uninspiring wizard. If anyone tries this out, let me know how it works.
Sunday, August 14, 2011
Wizards of the Coast's Dungeon Tiles DN2: "The Witchlight Fens"
This is my first dungeon tiles set, so I didn't exactly know what to expect, but it was largely smaller pieces that one would have to fit together with some degree of precision in order to keep any sort of continuity with fitting together larger tiles; in other words, you have the option of either dropping a smaller tile directly on top of a larger tile, making a difference in height (and allowing for the possibility that it could slip around), or else take a good number of smaller tiles and match them to the length of the side of the larger tile they're up against, rather than just use one. One would have to do a lot of pre-planning with fitting these together, because you can't just drop one and have that be the encounter location. Once you pop them out of their sheets, they immediately become unwieldy, so it would be very well worth it to have another of the Essentials tile sets that came with a box to store them in, otherwise I've been sort of popping them back in to the sheets wherever they fit just so I can keep them on the shelf like a book; not an ideal solution. How do most people store their dungeon tiles? Freezer bags? I honestly want to know, I'd like ideas.
For being a tile set for a "fen," there is not much water space. Every single tile has land on at least one side, so there is no way to create a large expanse of boggy, brambled, waist-deep water to trudge through, nor is the water by and large marked as "difficult terrain" (which seems reserved for small brambly patches). It would be difficult to create any sort of feature like a path with water on either side, either. The set lends itself to small dry paths around smaller puddles of water. Even most baffling, there are several tiles that don't have anything printed on them at all in some places, and it's just black. I have to assume that that's standard dungeon tile topology for a "bottomless pit," but that doesn't make much sense in a bog because it's a place where the water table is very high. There wouldn't be a pit if there was an expanse, it would be filled with water. I therefore consider any of the tiles with black on them to be useless, since why would you use them? It makes no sense. Most of the tiles with black attached to them also just have stone paths on them, which is completely inappropriate to a "fen" as well; give me more squishy tiles, and leave the black pits and stone walkways for other sets where those features are more appropriate. Why would I want a pit... in a swamp? I want a swamp.
There are also quite a few tiles that don't have land OR water on them, but instead have constructed objects like a house, a boat, a bridge. While these are cute little flourishes, it seems like there's probably enough tiles like that in other sets that you could combine with this one for those sorts of features that it ends up feeling just like you've been cheated of yet another useful square for creating an ample amount of boggy terrain. I've read that many people end up buying two or three sets of the same tiles, and that's why: they don't give you enough useful tiles of any one thing to really make it really useful. Maybe if I had a lot of money and I felt comfortable buying multiple tile sets I would be happier with this product... or if there were a couple more sheets of tiles?
While I don't want to leave a purely negative review, I will note that the art, overall, is very nice. I wish I did have more tiles in this set so I could build larger things with them. Each of the tiles is double-sided, so most often if you don't like what's printed on one side you can flip it over and hope that there's something more useful on the other. They also seem quite well made; I can't envision them fraying or falling apart too quickly, barring water damage or cat attack. I can imagine that for one or two encounters, these tiles would work really well and you'd probably be able to do really fun things with them. But after more than two, the terrain might get a little repetitive because there's just not enough there.
I fully expected to love this set, and being my first tile set, sort of colored my opinion of the usefulness of Dungeon Tiles overall. If somebody offered me money to take these off my hands, I would take it, but if somebody offered me another set of the same tiles, I would take that too. I don't plan on buying any more dungeon tiles, either. Perhaps what I was expecting were tiles that were more like geomorphs, where you could stick any tile next to any other tile and have a more or less consistent topology? Regardless, I can't say that this product really knocked my socks off and, in the attempt to be too varied in features, ended up having too little of anything. They sort of dashed my dreams of having a large adventure that took place entirely within the Witchlight Fens (or some other bog that was considerably less witchy)... but just as easily all of these problems might be a non-issue to people more experienced with utilizing dungeon tiles to their fullest capacity, and in which case I'll sound sort of like a deranged lunatic for all these complaints. That's fair too.
Saturday, August 13, 2011
Etherkai, the Nightmare Dragon review
The background text, which constitutes the first few pages of the "book," is very well-writen, evocative, and interesting. I don't know what else to say about it without giving details away, but the story of Etherkai, and how he became what he is, is very complex and even a little bit sad, in a way. What is clear is that Etherkai is very frightening, compelling, and obviously needs to go in a major way.
Etherkai's stat block constitutes a whole page of content, as does his worldbreaking effect when it comes into play. As a level 10 monster, Etherkai is perfectly fit for a culminating encounter at the end of the Heroic tier, and he is powerful enough that it will likely have the overall effect of a "boss battle," even if Etherkai is not, in fact, the "big bad" of the tier. Perhaps the dragon is being manipulated by an even stronger power; perhaps he is just an accidental obstacle that turns out to be far more dangerous than anticipated. But I think regardless, the strength of the worldbreaker is that, since they have the ability to change the setting of the encounter, they act as a liminal space between one kind of storytelling and another and provide a literal, as well as a metaphorical, break between two arcs.
I look forward to future releases, as the author, Quinn Murphy, has proven himself a very capable and creative writer, and I really have nothing bad to say about this invention. I only wish I could run the monster sooner.
Friday, August 12, 2011
Postmortem Studios' "6-Pack Adventures: Black Rock Bandits" by Tracy Hurley
The adventure begins with a quick (1 page) overview of the setting, the town, and some of the major locations and NPCs associated with those locations, then it launches very quickly into the first scene, in which the PCs are given their quests and have the opportunity to interrogate one of the eponymous bandits, who has been captured. Wasting no time, after availing themselves of what the town has to offer, they are pointed to the ruined temple where the bandits are supposedly making their hideout, and offered a monetary reward for each bandit whom they can prove they've defeated.
It is a straightforward enough setup, but what the players discover in the temple is quite surprising and a very good twist. It is an unexpected turn of events and a quite good introduction to the world of Dungeons and Dragons as a level 1 adventure. If I had a prospective new player who had never played D&D before, I suspect that this module would easily rise to the top of my mind as something I could quickly run as an introduction to the game and to the world in which the game exists.
Just shy of half of the overall page count of the module are numerous pregenerated PCs, so the module can literally be printed and set up within minutes. If the point of 6-Pack Adventures is to have a fully-contained mini-adventure which can be played with little or no preparation on behalf of either the DM or the players, I would consider Black Rock Bandits a resounding success.
I have but one complaint, and that is at the beginning there are two blank pages, and at the end there is another blank page, which reduces the "printer friendliness" by a little bit. The blank pages make it exactly 30 pages long, front and back covers included, so it's a tidy number. But if I were to actually print it out, I would likely remove those blank pages and put them back in the paper tray; it's a waste, paper is expensive. I'd probably print it double sided as well, and exclude the front and back covers because they're very ink-heavy. Either that, or have it printed at kinkos.
VSCA Publishing's "Diaspora: Hard Science-Fiction Role-Playing with FATE"
Alas but Traveller is a game which I have never had the joy of playing, so I can only speculate as to the relative faithfulness of Diaspora to that kind of experience, but I have had a bit of experience with FATE, albeit only theoretically. Meaning, I've read a lot more books based on FATE than I have any sort of material concerning Traveller. FATE is ultimately a very modular sort of system, concerning a slightly nebulous "core" of mechanics, which then can be dressed up with all sorts of other mechanics for flavor and ease of use. This is a strength of the FATE system, in my opinion, and one of the reasons why I keep returning to it. While Spirit of the Century, the Dresden Files RPG, Diaspora, and Strands of Fate all use the same core mechanic, in other words, they nevertheless end up "feeling" like very different games because of the peripheral details.
The biggest problem with FATE, however, is the learning curve. It is a very abstract system at first, and it uses a healthy supply of its own jargon which can feel a little overwhelming to the new player. Also unfortunately is the fact that FATE books are written, by and large, by authors who already presuppose that readers will, like themselves, be able to parse that jargon. I tried to read the Diaspora book as agnostically as I could, assuming ignorance of the system, and that is where I believe the book's primary weakness lies: it does, in my opinion, an inadequate job at explaining the jargon. In the chapter on mechanics, it explains some of these terms like "tagging" or "compelling" aspects, or invoking "maneuvers," but does not explain fully the methods and ramifications of those things. For instance, a new player might ask "do the player characters get to see what Aspects their enemies possess?" or "can enemies just as easily compel Aspects on the player characters as vice versa?" To the authors' credit, these sorts of issues become less pressing as the book goes on, and the reader can absorb more information about how the system works from context, but at this point early in the book, a sketchy overview could potentially serve as a hurdle for a prospective player. One has to imagine, though, that this was intentional: expending too much time and effort on the abstract mechanics early in the book would probably also have the effect of making the game seem trudging and tedious, and it makes for a better read without dwelling on minutiae. It really isn't until the chapter on combat that the Aspect system really becomes clear.
That all being said, on to the good bits. Diaspora is set in a universe which assumes that there are weaknesses in the fabric of space that, when compelled (usually by artificial means), open a sort of wormhole to another solar system that is an indeterminate distance away. These weak points, which are called "slipknots" in game, are the key feature to the entire game universe, and are what enables a "diaspora" to become possible. Namely, one creates a "cluster" of systems linked by "slipstreams" that could be neighboring solar systems within the same sector of space, or may just as easily be systems in another galaxy billions of light years away. Travel between them via slipstream renders distance, in this special case, meaningless. However, points not linked by slipknots still suffer under the burden of sub-relativistic speed.
Diaspora also assumes that human civilization can only advance so much before imploding in on itself; therefore, technology is dangerous, and systems which are at the "T4" (pinnacle of advancement) stage, are also on the verge of collapse (or may have already collapsed), and have strange consequences. As the book describes it, "[T4 civilizations] are on the verge of collapse—they are about to unfold one or many failed dreams, spiraling into a transhuman ascension indistinguishable from a multi-billion death disaster." Heavy stuff. Diaspora therefore assumes that most (playable) civilizations are in the T2-T3 range, which is to say that they are "masters of their domain" in that they can exploit slipstream technology and travel between systems. For perspective, the ratings go from -4 to 4, and present-day earth is T0. Given what the authors describe in the introduction, this "limit" on technological advancement is intentional as a key feature of the game universe, as they want to constrain the game within the bounds of "gritty and dangerous," and steer far clear of the Star Trek vision of the future.
The default type of player character by and large seems to be human characters, but it does allow for alien characters, alien civilizations, and alien technology. Pair a T4 system with an ancient alien civilization, for instance, and you have the opportunity to create a situation like Ivanova's encounter with the Walkers of Sigma-957 in Babylon 5. Or have an encounter with one of the most distant systems of another player's cluster, and reenact your favorite episode of Star Trek: The Next Generation (hint: it's Darmok).
The book rounds itself out at the end by providing good examples of how to start a story arc, what sort of interactions one might expect between cultures, and, to quote the title of the last chapter, "making it work." This is far and away the best chapter in the book, and it was only at this point for me when the game stops being an abstraction and really does feel like something that is playable. My only regret is that while there were many examples of spacecraft (which was helpful), there were not really examples of player characters. What I would have liked to have seen is, just like the sheets for example spacecraft, to have a layout of around the same number of characters, which could be used as PCs or NPCs, or just hashed out examples of what a character sheet looks like after it's all filled out.
Additionally the combat rules regarding range were a bit baroque, but I suspect strongly that once one actually tries to play it out it will become a lot more obvious. But that's just a minor complaint.
Overall, it seems that Diaspora is a very flexible system which allows for a very wide variety of gameplay, from harrowing paramilitary thriller to Firefly-esque space cowboy hijinx and anything in between, and I look forward to eventually getting to test it out with a group of real people. One of these days.
Tuesday, June 14, 2011
Arrostekomiston Elder, preliminary stat block
Comment if you think anything's off/could be improved. :)
Friday, June 3, 2011
The Arrostekomistes
Their appearance is as shrouded in mystery as their origins. They are never seen without their cloaks, masks, and gloves, as these are the chief identifiers of their station. The masks are akin to those of crooked-beaked birds, cast in silver, with strange carvings all over them. Their gloves appear to be the finest in dark calfskin leather, almost vanishingly thin, but never tearing, and upon their left index finger they wear a silver ring, shaped like a bird's talon, and just as sharp. Over their mask, they wear an oilskin cowl, and over their cowl, they wear a heavy oilskin cloak. IF any member of the Arrostekomistes would be seen outside of their uniform, they would not be recognizable; therefore, no member of the Arrostekomistes has ever been seen, only the uniform they wear.
The Arrostekomistes seem to abide by a philosophy of "a little harm now prevents a later calamity." They do not seem to have any ability at all to heal diseases once they have attacked, and have no interest in being around the diseased. Therefore it is unclear whether they themselves have already been inoculated against all of the diseases in their bandoliers, or whether they do their job, and move along as fast as possible in order to avoid infection, utilizing their masks and gloves as ways to further protect themselves.
The method itself is straightforward: The plague-bearer picks a vial from his wide bandolier, the disease to be inoculated against, and very deftly and carefully pries the silver lid open just enough to fit the tip of his ring down into it, to rub against the small lump of something that is inside. Then, he grabs the patient's arm, and scratches small five parallel lines into it, just barely enough to draw blood. The result looks much like a cat scratch, though the lines are unnaturally uniform. As soon as the scratch is complete, he stands up, and walks away. Arrostekomistes accept no payment, do not bargain, speak very little, and do not linger. They have also never been observed eating or sleeping, though they obviously have to do those eventually.
In their own lands, Arrostekomistes are treated as bogeymen among children: a visit from the Arrostekomistes is a fearful and potentially deadly thing, yet many parents still take the risk in order to prevent greater harm from coming to their children. Young children are never inoculated, only once they reach a certain age. It does not matter if they are human, elven, dwarven, or even dragonborn, orcs, or tieflings. Anything that can contract a disease, the Arrostekomistes can try to help. To have the scar from the inoculation has subsequently become a rite of passage among children in some places: it means you have survived the infection, and become stronger.
Inevitably there have been those who have harassed and manhandled members of the Arrostekomistes, but they do not usually live for long; usually coming down with all manner of strange diseases. It is as if the Arrostekomistes are able to create a deadly aura of pestilence around themselves when they are at risk, since none have ever been reported murdered or seriously injured, only the aggressors. Furthermore, those who would attack one of their order are shunned, and their families shunned, and their family's families shunned. Some doors they will pass by no matter what sort of payment is offered them. Nobody has known any of their order to lash out or to make someone sick who wasn't deserving, but the mystery and silence about them is so complete that one wonders whether one would ever know if they had.
[Spoilers] It is a secret fact that many of the older Arrostekomistes are actually undead, continuing to perform their duties even beyond the grave. Members of their order go through many magical rites where they cut all ties to their families, their countries, and their identities, and become one of the order irrevocably and permanently. Many will still grow old, feeble, and infirm as normal people do, but some are changed in unexpected ways. Instead of growing older, they grow stranger: slowly the life disappears from them, yet they continue on their missions, traveling from land to land, administering their inoculations, sometimes for hundreds of years. When it is time to retire, they return to the secret base of the order, where they are magically put to rest.
They have in fact been rendered immune to most diseases and most poisons, and necrotic or weakening attacks do not affect them. Their oilskin uniforms are slightly resistant to fire (resist 5) but repeated attacks will eliminate that resistance. The magic that binds them to the order also gives them certain exceptional abilities, such as resistance to sleep (they don't ever sleep) and inability to be dazed, blinded, or stunned. Additionally, they give off an aura 1 Miasma of Pestillence, which will be outlined in a later stat block.
If one is actually killed, its body will begin to decay immediately, crumbling into powder and poisoning the ground around it. Anyone nearby will be very likely to contract a serious disease. If it manages to escape, other members of its order will avoid contact as much as possible, and towns where they are staying will not be visited by Arrostekomistes. Likewise, if one is killed and its accoutrements are taken, others will quickly find out about the crime and regard the party suspiciously. Those who mistrust and fear the Arrostekomistes, however, will be very interested in any information about them that can be shared.
Most Arrostekomistes are within low- to mid-Paragon level, but very old undead members can easily rise into low Epic level.
Saturday, May 28, 2011
Van Richten's Guide to the Vistani: Brief Thoughts
After reading these few pages, one sort of immediately regrets the loss of the occasionally very high quality material presented, even in the digitally presented, DDI-exclusive editions of Dungeon and Dragon magazines, since they broke the magazines apart and now just post things as individual articles on Wizards' occasionally very difficult-to-navigate and advertisement-laden website. Nevertheless, I do have some thoughts on the Vistani where I briefly compare the 2nd edition/Ravenloft version and the sketchy model presented in Dragon 380. One immediately wonders why the authors didn't spend at least a little bit more time providing any sort of additional background for the Vistani in their context in the Shadowfell, since they felt like they were important enough to the setting to mention at all. I certainly had no idea what Vistani were going in to it, and I imagine that there are probably a good portion of people who, even if they pay for a DDI subscription, won't have read Dragon 380. It seems like a... conspicuous... omission. Perhaps I missed the section on th Vistani entirely in the book, in which case I will consent to wearing the dunce cap at least 4 hours a day for one week.
As it was, I could only gather by the words used to describe them that they were like gypsies that had the ability to travel, seemingly at will, between and throughout the planes, and had at least some small degree of magical power which protects them from serious harm from the more... unsavory sorts of things that they might encounter along their way. The Dragon articles confirmed that they are, in fact, the D&D equivalent of gypsies. However, one of the major differences from the earlier edition Vistani is that in 4th edition, membership is evidently open to all races through a sort of induction process, whereas Vistani in the Ravenloft context seem to have been exclusively human, and the best one could ever come to joining the Vistani was to become a Giogoto, which is to say, someone the Vistani tolerate. All in all, the 4th edition approach to the Vistani seems to take away the magic and mystery of the Ravenloft Vistani a bit, at the expense of making them more interesting, more realistic figures.
In Van RIchten's Guide to the Vistani, one is presented with just about every stereotype about gypsies one can imagine. All of the "negative" stereotypes about Vistani are justified, and all of the "positive" stereotypes are mythologized. There is still a limited amount of this in the 4th edition interpretation: we learn, for instance, that the Vistani swindle people only when it is "fated" that their money should change hands to begin with. A bit of the mysterious fortune teller with untold and limitless magical power details that are so salient in the Ravenloft edition, are softened or flat-out omitted in the 4th edition treatment. In 4th edition, VIstani are a D&D race similar to gypsies; in Ravenloft, they are gypsies, all stereotypes in tact.
In conclusion, briefly, I believe that Dragon 380 will be more of use to utilizing the Vistani in a 4th edition Shadowfell adventure than the entirety of Van Richten's guide would be. It is not to say that there is not anything of interest in Van Richten to add color or flavor to the depiction of the Vistani, but the vision of the Vistani in Ravenloft is too different from the modern type to be of too much use.

