Showing posts with label thieves. Show all posts
Showing posts with label thieves. Show all posts

Tuesday, July 11, 2017

A Thief in the Dying Earth

The description of Matthew Hughes's latest short story collection, 9 Tales of Raffalon, is simply: "A Thief in the Dying Earth." Hughes is a fantasy writer who has been working in the space of the "Dying Earth" subgenre, typified by authors such as Jack Vance and Gene Wolfe. While Hughes's prose will not stand up to the stiff test of those authors, Raffalon is a creation that should bring a smile to the face of any Vance fan. He is a thief in the vein of Cugel the Clever, continually finding himself (usually with good cause) in the crosshairs of strange wizards and mortal enemies while being rakish and clever about it.

I first found Raffalon by browsing for The Magazine of Fantasy and Science Fiction, which I pick up periodically because I enjoy short stories and enjoy the fact that there's still a magazine publishing fantasy stories. I found "The Prisoner of Pandarius" and immediately felt at home with Hughes's world.

The worldbuilding in Hughes is solid. He has created a very peculiar universe, full of interesting and arcane guilds with various restrictions and symbols, and characters who've learned to live right at their edges. The period Raffalon spends in "The Vindicator" working the offices of the Ancient and Honorable Guild of Purloiners and Purveyors is, particularly, a fun way to set up that story. If you want to have thieves' guilds or similar institutions in your game, this is a must-read.

Another area where Hughes shines through is in his description of magic effects. Magic is strange, and visceral, and really quite wondrous. The effect in "Wearaway and Flambeau" is a particularly fun one, as is the experience when Raffalon actually casts a bit of a spell in "Stones and Glass." It's described in a way that really takes the reader through the process and helps you realize why all the spellcasters in Hughes's stories tend to be arrogant and bizarre sorts.

This collection is an assortment of picaresque tales, and while there are recurring figures they don't form much by way of a grand narrative. Raffalon started at the end, in "The Inn of the Seven Blessings" written for the anthology Rogues, and he is pretty much an iconic thief from the earliest of his tales. (Hughes's new character, Baldemar, has more of an arc to his stories.) Raffalon is a bit more likable than Cugel the Clever, who is openly his inspiration, which is to his credit, though he's not as sharp-witted.

Among "Vancian" authors, Hughes does not mimic the decadent prose of The Dying Earth. His writing works fairly well for the stories but isn't just enjoyable on its pure merits. A short sample from "Wearaway and Flambeau":
A thief's credo is to avoid capture and punishment by any means necessary. But Raffalon had added a corollary to that code: when all is lost, at least go out with a bold face. He now set his features into as intrepid an arrangement as he could manage, and turned his gaze upward. He found himself staring, as expected yet hoped against, into the uncompromising visage of Hurdevant the Stringent.
That's about the level of writing you'll get; I find it fine, and it reads quickly, but I wouldn't want to disappoint someone looking for a Vance or, say, a Michael Shea in this anthology.

I enjoy these stories because they are what is advertised on the tin: short stories about a thief in the Dying Earth. It's just nice that after all these years of plumbing brick-length fantasy novels and finding them shallow, somebody is out there still embracing good old picaresque fantasy in the short story form.

9 Tales of Raffalon is available from Amazon or directly from Matt Hughes. It's recommended to anyone interested in dying earth fantasy, thieves and thieves' guilds, or just having some fresh short stories to pick your way through.

Monday, August 26, 2013

The Thief, the Specialist and Demihuman Level Limits

I received a whole bunch of material for Lamentations of the Flame Princess recently, including the new Rules & Magic hardcover book. And its presentation of the Specialist class makes me think it might be able to solve two separate problems.

Why I like the Specialist is that its abilities clearly extrapolate from systems that have been in D&D all along. The class takes the 1 in 6 or 2 in 6 rolls in dungeon exploration and figures that there is a simple mechanic behind them, and then just expands them so the Specialist gets better at those things. The specialist skills are neat things and don't over-complicate the game. They also allow thieves to be competent at things fairly early on, while in Greyhawk and its derivatives in Classic and Advanced D&D don't. (Halfling thieves with 18 Dexterity in AD&D aren't awful.)

So that's problem number one: making thieves competent at low level while allowing them to grow. I may tweak the skill list a bit, but overall I think I prefer the class to the thief as written.

The second problem is demihuman level limits. Generally demihumans with no limits are too good to pass up. There's no reason to play a vanilla human in a game where elves are just plain better. So that's where Specialist skills come in: they're a way to make demihumans continue to advance without letting them be as good as fighters or magic-users as a high level human. So when an elf caps out in level, they can take some amount of XP (say 100K or so) and use it to get points in Specialist skills. I think this is a compromise that allows demihumans to continue to grow without throwing the whole game out of whack.

Any thoughts on these?

Friday, July 19, 2013

Has the OSR mostly embraced thieves?

In the earliest days of the OSR, a number of people didn't care for thieves. Read through this thread on Grognardia from 2008, and it becomes clear that a lot of people (including me) didn't really care for them. I think a good chunk of the reason was in Philotomy's musing about thieves and thief skills (you can find all of Philotomy here, it's a great read if you haven't gone through it yet), which posed it as a live question.

With more games being based closer to B/X D&D, and with Swords & Wizardry Complete taking on more prominence, the thief has snuck back into the game without much protest. Lamentations of the Flame Princess and Astonishing Swordsmen & Sorcerers of Hyperborea both remove percentiles as a way to not make thieves so bad at everything, but many games stick with the thief skills pretty much on the model of Supplement I: Greyhawk.

I have a thief in my Stonehell game, and he's pretty well played. Not to mention lucky - he may have failed a bunch of saving throws, but rolled a 20 when he took a jet of save-or-die poison gas to the face. I kind of like having a lightly armored character in the dungeon, but I don't think the thief class is the best way to get that. Thief skill percentages are awful until high level, and it's more fun to do trap detection by narration anyway.

It seems to me that, in a game without thieves, magic-users should have a bigger niche. Classically the M-U's main job is to cast sleep once (unless the player went and memorized something else; charm person is ok too, but magic missile seems like it was mostly meant to cause players to waste their spells) and then hide behind the fighters and clerics; in return she (gender choice in honor of Azraiel, an M-U who recently perished in my Stonehell game) will be blasting things with fireballs and lightning bolts once she reaches 5th level.

But the magic-user seems to me to be well suited to recon, particularly once she reaches 3rd level. Then she can cast invisibility on herself, and use sleep or charm as a failsafe if she gets in a spot of trouble. By contrast, a thief who gets caught loses his whole advantage since he can't backstab once he's been seen. Magic-users are lightly armored and so have their full movement rates in tact.

I think this doesn't play out as much as it should because M-U players value every scrap of experience they get towards being able to nuke enemies with fireballs. But that doesn't really call for a thief, and I want to discuss the possibility with the players next time I run OD&D.

Now, I think that if you're playing AD&D the magic-user/thief is actually pretty good. Extra HP and weapon use, backstab damage and only half a level behind, plus the thief levels keep going up after the elf hits the M-U level cap.

But in an OD&D or classic D&D game, or their simulacra and genetically modified clones, do we really need the embrace the thief has gotten?

Friday, May 24, 2013

Jury-rigging it

In adding science fantasy elements to a setting, we are leaving open the possibility that PCs will find high-tech items. I've mentioned previously that these in general should not be reproducible, so that the society doesn't wind up migrating from fantasy to science fiction entirely. But there are other possibilities, particularly because technological artifacts will by nature be prone to breaking, and weapons will run out of ammunition, and all of them will run out of power eventually.

So how do PCs find out if they can jury-rig a solution? I'm thinking that this is a good place for some Judges Guild style tables, akin to some of the things from City State / Ready Ref Sheets, giving a series of cascading chances to scrounge spare parts from other artifacts, rig up a solution, and of course what happens when it works or doesn't.

When the PCs run out of juice on the ray gun and the personal shield is malfunctioning - I'm thinking that the rules should allow them to sacrifice one artifact to salvage another with some reasonable chance. Or perhaps they go looking and find an inoperative beam rifle from a different period and manage to mix and match a few parts and get it to work - if nothing else, it's cool if it works at least once for a big boom before it is totally useless.

The chances of malfunction should always be present, barring a major success; if you have two identical pistols and replace one's firing mechanism with the other's, that will work reliably. But for the most part there needs to be some chance of backfiring, fizzling, or exploding, perferably in the most entertaining way possible.

Extending this idea, I'm thinking that a chart of different high tech weapons and defenses, combined with a set of rules for jury-rigging fixes, perhaps that can also double for what happens if they use malfunctioning equipment. Any special requests or ideas for this? It'll be for Dungeon Crawl #3.

Saturday, July 10, 2010

Additions and embellishments

One of the things that I have never been quite so happy with in the Old School Renaissance is the extreme tendency toward simplicity in character types - after all, in a humanocentric OD&D game, you're basically a Fighting-Man, a Magic-User or a Cleric. That's fine for one off gaming, but as players want to do different things it can be a bit monotonous.

That's part of what I like about Holmes, which adds the Thief class. It can probably use a bit of polish, but without the Thief you pretty much have no options for the player who wants to be something like the Gray Mouser. I'm okay with the Holmes Thief at this point, really. The "character skill" aspect of this is avoided elegantly by noting that Holmes has a "Remove Traps" skill rather than the later "Find or Remove Traps" - the others are mechanical (Open Locks, Pick Pockets, Move Silently, Climb Sheer Surfaces, Hide in Shadows, and the already existing Hear Noise). This integrates tightly into the D&D I already prefer to run.

But the "basic 4" classes leave a real niche uncovered that I think should be filled. I think the Ranger type, somewhat modified from the original presented in The Strategic Review (it's a bit powerful despite its claim otherwise), fits it. The Thief is good at some dungeon tasks, and I'll probably add scroll use for extra Gray Mouser flavor, but a tracker / archer type is really what the game demands IMO. I've run into more issues with OD&D when players got frustrated trying to play a lighter-armored archer than anything else. The ranger fits with the loner hero type; Aragorn is the obvious inspiration, but I think you could find a lot of rangers in post-apocalyptic fiction (Hiero pretty closely fits, I think, despite the fact that he's technically a priest). And it has a clear place in the game, which I think is very important.

For me the watchword remains "don't repeat AD&D, or do AD&D lite." I think a lot of the restraint with regard to classes is based on this, but we shouldn't kid ourselves. It was relatively rare in golden age (pre-1979) play that people didn't bolt on any and every character type that they could get their hands on. I think it has more to do with forethought and planning; I think the Ranger is a good fit for the kind of D&D I want to do, so I'm tinkering with the class. It's one thing to go back to basics at first, so you can figure out what your style actually requires, but to enshrine this as a principle is mistaken.