This video proves a few things:
- The Hurdy Gurdy is cool.
- It rocks!
- And as a single instrument, it is damned versatile.
- Hurdy Gurdys rule!
This video proves a few things:
"I say, beware of all enterprises that require new clothes . . . "
I've taught Thoreau and On Walden Pond a few times, and this is a quote I always stop at, as it reflects my own thoughts on substance versus mere appearance. (And my own predilection for comfortable clothes over what is presently considered to be stylish.)
However, looking up the quote today, I realize that it seems to always be quoted partially, rather than in full (and I had forgotten that):
"I say, beware of all enterprises that require new clothes,
and not rather a new wearer of clothes."
Food for thought!
As I mentioned before in this previous post, one of my jams in languages and linguistics. As I'm preparing my Ravnica campaign for my friends on the MPL staff and others by invitation, I thought I'd revisit the languages of humanity to be found on Ravnica. (Note: I've noted in parentheses the real-world languages they are based on or inspired by.)
Gavonèse (French): This is the older sister language to Ynge (below). While Ynge has largely superseded it in everyday use, it is still spoken by the aristocracy and other elites of Gavony and its capitol Thraben. Along with Ynge, it has migrated to Ravnica with contact of the Orzhov Syndicate.
Ippan (Japanese): The Infinite Consortium is known to have trade contacts with the plane of Kamigawa. Apart from this interplanar trade, little is known of this language -- though there are some loan words that have made their way into Ravnican street language.
Koine (Greek): In Ravnican Antiquity, Azor I the Lawgiver, brought over natives of Theros to fight in the Guild War that eventually led to the Original Guildpact. Many of them settled down in Little Theros in the Second Precinct and brought their language and alphabet with them.
Ravi (Esperanto): The everyday language of Ravnica. Derived from the ancestral language of Ravonèse, but much changed and simplified by the multiplicity of languages spoken on Ravnica and their influence.
Ravonèse (Czech): The ancestral language of native Ravnica, now a special prestige language used by the elite and professionals of Ravnica.
Ynge (Middle English): The Orzhov Syndicate is believed to have ancient contact with Innistrad -- the nature of that contact has been lost to history for those outside the guild. The purest form of the language on Innistrad can be found in Gavony and its capitol Thraben. Elsewhere on Innistrad, it has been further influenced by the dialects of the other provinces.
Then just to round things out, here are the linguistic characteristics of the two secret languages to be found in character class descriptions: Druidic and Thieves' Cant.
Druidic (Brythonic): Celtic -influenced language with an archaic feel to it. What makes it special to Druids is that many of the words and phrases have sacred and esoteric meanings foreign to speakers untutored in the Druidic religion. Also somewhat influenced by the Sylvan language in some respects -- so not pure Brythonic either.
Thieves' Cant (Special): Less of a language and more of a method or jargon. It involves speaking in seemingly nonsensical gibberish or in the telling of strange anecdotes with seemingly hidden and mysterious meaning. (Think of the "Lost in Translation" scene from Ocean's Twelve to get the gist of it.)
As I review materials for recommendation, it occurs to me that it might be helpful for me to have a rating system to communicate my relative ratings for the materials reviewed.
Let me say, I'm not a huge fan of making categorical judgments about the quality or worth of a work of art or other creative endeavor. To my mind, aesthetics is too subjective an area to make such judgments with any degree of confidence, We like what we like. Regardless of the criteria we invent to justify them. So my rating system is just that: my subjective opinion.
(Because most Americans are familiar with the traditional letter grade designations, I've decided to use them as part of my framework.)
A = Loved it. Near perfect in my opinion, Highly recommended.
B = Liked it. Good, but might have some quibbles with it. Recommended.
C= Meh. So-so. Has some elements I liked, but overall didn't fly for me. Your mileage may vary (YMMV).
D= Didn't Liked It. Found nothing in it that really appealed to me. Not recommended.
F= Hated It. Found aspects of it offensive and/or seriously defective. Warning you off.
I = Verdict out. Don't know what to make of it. No recommendation whatsoever.
Fractional values are used for works that I have a primary feeling about, but which may shade a little towards the next value up or down. For instance: an A- might indicate "I loved it, but might have some quibbles about it" or a B+ might indicate "I liked it overall, and there were aspects to it that elevated it beyond mere Like."
Take it for what it's worth . . . .
As I'd mentioned in my welcome post, one of my great interests is in language and linguistics. I'm bilingual by training, speaking both English (my native tongue) and French (twelve years of study).
I also like to dabble in learning aspects of other languages through reading books about them and Duolingo, During COVID I develped an abiding interest in conlangs (constructed languages).
I've always felt that languages were a missed opportunity in D&D. Yes, there are a variety of languages and spells meant to help bridge any linguistic gap (i.e., Comprehend Languages). But languages rarely, if ever, play a significant role in D&D.
I certainly understand why. Most players of D&D are not language nerds by nature, And it sucks, from an RPG perspective, for players to get stuck because no one knows the language of the current creature or place you're dealing with. Are there useful ways around this? I think so. Among the projects I'm working on are 5E rules for language acquisition and dealing with foreign / mixed language environments.
I'm about to start a private, online D&D game for my library colleagues. We're going to start out playing in Ravnica. The City of Guilds is supposed to be based on Prague as a fantasy ecumenopolis. As a result, I've decided to introduce some re-skinned real world languages as actual in-game tongues (for flavor).
Those two languages are the classical language Ravonèse (based on Czech) and the common tongue of Ravi (based on Esperanto). Here are some examples of both in use:
RAVI
Ravnica estas la Urbo de Gildoj kaj Ravi estas ĝia Komuna Lingvo.
(Ravnica is the City of Guilds. and Ravi is its Common Tongue)
Some Phrases
So for me, the book works on multiple levels. Channeling my anger and ambivalence related to commercial trucking, as a primer on military theory: asymmetric warfare and how to pursue peace in the midst of war, etc. And then also . . . it's just a really, really charming story to read in and of itself. Rating: A.
Dynamic Initiative: One aspect of D&D that is problematic is smoothly and effectively handling initiative order. In my experience, Initiative (as written) in combat tends to bring the game to a grinding halt. Conceptually, it makes sense why players and DMs would embrace it. (I won't go into it -- but I imagine you already understand why that is.) But the fact that many DMs feel it necessary to purchase from a variety of initiative tools out there indicates to me that Initiative as originally formulated in 3E+ is broken.
This didn't become an issue for me per se, until I was enlisted to run Adult D&D at the Library. I knew that it would slow down the game at a critical juncture in running the game: combat. My goal was to be able to run smoothly multiple combats in the course of a 11/2- to 3- hour game. Clearly, Initiative as written was going to be a problem. Fortunately, there are already a couple of viable options out there, both from earlier editions of D&D and from other RPGs:
How do you determine who initially goes first? Primarily by common sense and situational context. Often it just makes sense that one group has an advantage in Initiative over the other based on the narrative situation and accompanying description. If not, have one character (not always the best -- again determined by situational context -- test against their opponent, using whatever factor makes the most sense: typically, using either Initiative or Perception.
My Adult D&D group at the library seem to like it -- some LOVE it. Here are the advantages of it based on my experience:
Pool XP: With the publication of Civil War as an Event, MHRP introduced the optional rule of troupe play or pooled XP. In longer events, players are encouraged to play multiple heroes in an ongoing stable of superheroes played by a single player according to the narrative needs of the Event. It makes sense of two levels:
PS: Of course, as always: Your MIleage May Differ (YMMD)
B1: In Search of the Unknown written by Mike Carr was the first D&D module published by TSR back-in-the-day. It was written for Basic D&D, but my guess was usually played more as a 1E module. It's a particular fave of mine. I've now run through it twice in its Goodman Games 5e iteration -- once with my Adult D&D group at the Library and separately 1:1 with my younger brother, Chris, over Face Time.(Mike Carr is also responsible for the creation of one of my historical-tactical board games, Fight in the Skies or more recently titled Dawn Patrol. Another fave of mine. I met him last time I was at Gen Con and first played Dawn Patrol there. Mike is one of the funniest and nicest people I have ever met. Just saying.)
Quasqueton is the dungeon, and it is finely described and design. It was meant to be a dungeon that the staerting DM was meant to stock using the creatures and treasures within the pages making up the module. Goodman Games has stocked it somewhat, but only somewhat, for the DM. Monster-wise, what is in there is pretty good -- but can certainly be expanded.
But both groups have complained about the exact same thing: the nature and lacking quantity of the treasure to be routinely found in the module. Treasure is the bait or lure that is dangled in front of the PCs to get then to explore the dungeon. Both groups have complained about how little there is and how it makes them feel like the dungeon has already been looted ahead of them.
While playing with my brother, I found a way to leverage the random treasure table to be found in the book. Whenever you decide to include random treasure as written in the module, you roll 4D6, total the dice and find the single result on the table. My innovation has been to have him roll 4D6, give me the individual rolls, and use the values to create a cascading table of results. If the player rolled 1, 4, 4, 5, I would normally give them the result for 14, which is a hoard of silver coins.
But in my case, I would give them the result for 1 (nothing), 4 twice an art object worth 75 g.p., 5 thrice each for 1-2 gems worth 50 g.p, 8 for 1-4 art objects each worth 50 g.p., 9 twice each for 2-8 art objects worth 25 g.p. each, 10 twice for two separate mixed coin hoards, 13 for 40-240 c.p., and finally 14 for a 30-180 s.p. coin hoard. (Note: I have reduced any coin values in excess of 100 coins or any gold equivalent values for objects in excess of 100 g.p. by a factor of 10.)
It feels like a lot of treasure -- and it probably is, at 1st-3rd level -- but is also probably appropriately bounded because of the same factor reduction described above.
To add an additional wrinkle, you can vary the number of dice rolled: D6 for a minor treasure, 2D6 for a major treasure, 3D6 for a minor treasure hoard, and 4D6 for a major treasure hoard. One can make the determination which applies based on the location description OR when unsure, roll D4 and roll the number of dice indicated by the D4 roll.
I plan on running this module many more times in the future, and this is the method I shall apply going forward to supplement whatever treasure is already listed in the text for a given location.
There's a three-day weekend coming up, and I hope to blog about some of the projects I'm working on:
So I've been (re-) watching the What If ...? animated series on Disney+. As a result of this and the fact that I've been running MHRP solo and for my adults at the library, I've become inspired to create my own original MHRP content. And I've begun to research the multiple alternate realities that make up the Marvel Multiverse. To that end, I've decided to create a new Obsidian Portal website as a design space for that kind of creative effort, regardless of whether the characters actually ever get used in future Events or not.And just a word about how I'm labelling the different Marvel Universes in the much greater Marvel Multiverse. First, I am replacing the Earth- designation with a Marvel- designation. Second, I am prefixing all Marvel Universe designations with the following codes:
B for Bespoke to be used for all my own creations. See my own MHRP Continuum with its in-game designation of MARVEL-B39759.
M for Marvel as in the official designations for realities in their published multiverse.
T for Temporary to signify the placeholding designations employed by marvel.fandom.com for realities without a current official designation yet.
U for Unofficial to signify either MHRP creations that lie outside of scope OR for conflicting / contradictory existing designations.
New Year, New Start! Or so they say . . . . Let's find out!Welcome to my new blog!
This is the place where I will share with you my interests and thoughts. A little bit about me: I'm . . .
FAFHRD medium humanoid (human), neutral good ranger (hunter) 10th level, bard (college of valor) 5th level; background: guide AC: 16; HP: ...