Showing posts with label J. R. R. Tolkien. Show all posts
Showing posts with label J. R. R. Tolkien. Show all posts

Wednesday, October 30, 2013

The Best-Laid Syllabi o' Mice and Men Gang Aft Agley . . .


In my last post, I outlined my planned reading list for my Spring 2014 fantasy literature course here at Big Midwestern Flagship Public University. I was very excited about this reading list.

And then I had to submit my book order. And discovered that Patricia A. McKillip's Forgotten Beasts of Eld has gone "out of stock indefinitely"—effectively out of print. And learned that ordering the UK paperback of Poul Anderson's Broken Sword—the only in-print edition of that novel—was going to be more difficult than I had assumed. And realized that ten novels was going to be too much for the number of classes I had available for the spring semester.

Oy.

I had to make up a new reading list on the spot. The key requirement for inclusion on this list: ready availability. The secondary requirement was that each text speak explicitly to one other text on the reading list. Here are the pairings I came up with:

Dunsany's King of Elfland's Daughter (1924) and McKillip's Winter Rose (1996)


The connection here is love that reaches beyond the fields we know into Elfland: a mortal man and an elf woman in Dunsany's case, a mortal woman and an elf man in McKillip's. I'm sad to lose Forgotten Beasts, but Winter Rose is  beautiful book as well.

Tolkien's The Hobbit (1937) and McKinley's The Hero and the Crown (1984)


Two books from the last version of the reading list that make it into the next. Here the connection is dragon-slaying—a fairly tenuous theme, but a valid one. The evil of the wyrms Smaug and Maur lives on long after their deaths; in a sense, the dragons are just misdirection for the real evil of the tales.

Vance's Dying Earth (1950) and Lee's Night's Master (1978)


Decadence and exoticism drive this pair of books entering the reading list for the first time. I recently reread The Dying Earth for the first time since I was a teenager and came away incredibly impressed with what Vance achieved in those six stories; 12 or 13 was clearly too young for me to really grok them. As for Night's Master, I lost my copy of the Sci-Fi Book Club Tales of the Flat Earth omnibus back in the spring when the basement flooded. So this is my chance to finally read all of Night's Master.

Le Guin's Wizard of Earthsea (1968) and Miéville's Railsea (2012)


This pairing is so obvious I can't believe I missed it: thanks to Ceridwen Anne for the idea. Two young adult novels, two sailing stories, two great beasts (the Dragon of Pendor and Mocker Jack), and two tyro protagonists. I love Miéville's Scar, but I have included it on the reading list every time I've taught the fantasy course here—it may be suffering from overuse. So a change is good.

(Coincidentally, I'm interested in hearing suggestions for a book to pair with Le Guin's Voices—my favorite fantasy of hers—the next time I teach the course. I couldn't think of a candidate this time round.)

Pratchett's Wee Free Men (2003)


I needed a ninth book, so I decided to indulge myself and go with my favorite Pratchett of all time. What better rationale is there for a book besides Feegles? Crivens, I can't think of one!



Saturday, October 5, 2013

Reading List for My Spring 2014 "Literature of Fantasy" Course


I'm scheduled to teach my university's "Literature of Fantasy" course in the Spring 2014 semester, and, while I have yet to write a description of the class, I do have a reading list drawn up for it. Some of the texts on this list will be familiar to those of you who've read my post on the reading list for my Summer 2013 "Intro to Fiction" fantasy class: J. R. R. Tolkien's The Hobbit is back for a second round, and so are Patricia A. McKillip's Forgotten Beasts of Eld and China Miéville's Scar.

Other texts are different offerings from authors I taught this past summer:

Lord Dunsany, The King of Elfland's Daughter


Because the Spring 2014 fantasy course is scheduled to take place over fifteen weeks or so (instead of the eight weeks I had for the Summer 2013 course), I have the luxury of concentrating exclusively on longer works. In Dunsany's case, that means teaching his masterpiece. King of Elfland's Daughter is the quintessential journey "beyond the fields we know," and I enjoy teaching it as a time travel novel (even if the students aren't that interested in Dunsany's temporal musings).

Ursula K. Le Guin, A Wizard of Earthsea


I really enjoyed teaching Le Guin's Voices this summer, but I needed to teach one of Le Guin's 1960s or 1970s fantasies to make my roughly decade-by-decade survey of fantasy work for the new course. So I "reluctantly" replaced Memer's story with Ged's. I thought about pairing Wizard with Tombs of Atuan (something I've done before), but my decision to teach a total of ten novels in the spring means that I had to streamline when possible. 

Finally, because I am a masochist, I decided that I just had to teach five authors for the very first time. (This is a bad habit of mine: I prioritize teaching over research . . . which just isn't done at an R-1 school!) Here are those new authors in chronological order:

Mervyn Peake, Titus Groan


There's a very simple albeit very embarrassing reason for putting the first book of Peake's Gormenghast trilogy on the reading list for Spring 2014: I've never been able to finish any of the books in that series. I made a good faith effort earlier this year to get through Titus Groan, but stalled out around Titus's christening. So teaching Peake becomes a way to force myself to actually read his books. (Plus it will help the students understand where Miéville is coming from!)

Poul Anderson, The Broken Sword


The other, much-neglected fantasy masterpiece from 1954. (The first was Tolkien's Fellowship of the Ring.) Anderson's novel was a major influence on Michael Moorcock: for example, Stormbringer owes much to Anderson's titular blade. Of course, influencing Moorcock means influencing Miéville: there's a direct line from Uther Doul and Mightblade through Elric and Stormbringer to Skafloc and his sword. In fact, it's clear that Anderson's novel has had a much greater effect on British fantasists than his fellow Americans. I'm going to have to order the British edition of the book; there's no American edition in print for decades now.

Robin McKinley, The Hero and the Crown


Unlike Peake's Titus Groan, Robin McKinley's Hero and the Crown is a book I've read. But I'd like to become more familiar with it, so on the reading list it goes. More substantively, the novel stands in for the incredibly popular YA female fantasy hero tradition that emerges in the 1970s with characters like Anne McCaffrey's Menolly and leads to characters like Tamora Pierce's Alanna and Kristin Cashore's Katsa. I see the book playing well with Wizard of Earthsea.

Diana Wynne Jones, Dark Lord of Derkholm


I wanted some British satirical fantasy on the list, and I wanted to maintain the reading list's gender balance (five male authors, five female authors), so I turned to this wonderful book by Diana Wynne Jones. It's a hilarious piss-take on the portal quest fantasy C. S. Lewis perfected: the benighted inhabitants of a fantastic reality find themselves forced to more or less play "Tolkien" for tourists from our world.

N. K. Jemisin, The Hundred Thousand Kingdoms


I'll end the course with this outstanding 2010 debut novel from N. K. Jemisin. It's about a society that has enslaved its gods, and the plan those gods have for turning the tables—provided the heroine is willing to go along with them. The book is also representative of an ongoing reaction to the Northern European focus of most modern fantasy fiction; Jemisin, like Charles Saunders and others, is trying to reimagine fantasy for a multi-racial, multi-cultural society.

Wednesday, June 5, 2013

Fate Accelerated: Mr. Baggins of Bag-End, Underhill



This is my one hundredth post on Vargold: The Wolf-Time, so I thought I'd dedicate it to J. R. R. Tolkien's Bilbo Baggins, the character who sparked my love of fantasy fiction back in the spring of 1979. I've never liked most of the RPG write-ups that I've seen for Bilbo; he usually ends up being awkwardly shoe-horned into a system designed for sword-and-sorcery action, something that's very far from his tea, cakes, and handkerchief-laden wheelhouse. Fate Accelerated does a much better job of accounting for this genteel fish out of water, so that's what I've used to generate the character sheet below.



Bilbo Baggins

High Concept: Respectable Gentle-Hobbit
Trouble: A Took on His Mother's Side
Aspects: Would-Be Burglar

Approaches:

Clever +3, Careful +2, Sneaky +2, Forceful +1, Quick +1, Flashy +0

Stunts:

Because I am a Lover of Puzzles, I get a +2 whenever I Cleverly overcome obstacles generated by puzzles, riddles, and other conundrums.



I decided to express Bilbo's fuddy-duddy Baggins qualities in his High Concept, leaving his suppressed Tookish penchant for adventure to his Trouble. Most of "An Unexpected Party" is about the conflict between these two sides of our protagonist. His remaining Aspect—"Would-Be Burglar"—reflects his position within Thorin and Company and will be repeatedly compelled by the dwarves' players to make Bilbo take the risks they hope to avoid. Because it's so perfect for his character, I stole Bilbo's Stunt right out of the main FAE rulebook (p. 31); at the start of the novel, it's encapsulated in his fascination with Thrain's map. My assumption is that Bilbo's remaining Aspects and Stunts will be determined in play. (In fact, I'd be tempted to skip ahead to "Inside Information" and make use of Bilbo's list of self-epithets to generate them.)

Thanks again to all my readers for sticking through my first hundred posts; I'm hoping to take much less than three years to produce the next hundred!

Monday, March 25, 2013

Happy Fall of Sauron Day!



Hope you're all enjoying a pleasant Fall of Sauron Day! You've got Frodo Nine-Fingers to thank for the day off!

Friday, February 22, 2013

The Foundations of Geek, Vargold-Style

Over at The Wasted Lands, Jason "Grey Elf" Vey has issued a blog challenge: "Tell us YOUR formative experiences, and what brought you to the wonderful world of Geek culture!"

As I sit in my office wearing a Boromir t-shirt that reads "One does not simply walk into Mordor," I can think of four distinct catalysts that led me to my current home well within the purlieu of the Dork Forest:

1977: Star Wars


I was not quite eight years old when Star Wars came out in movie theaters. I have vague memories of going to see the film with my dad (an image of Darth Vader talking to a stormtrooper comes to mind) at the Oakdale Mall in Johnson City. Clearly my mind was blown away: I have crystal-clear recollection of coming home and rechristening "Herbie," my pet rock with the broken googly eyes, "R2-D2." Goodbye, Disney, and hello, Lucasfilm! (How was I to know that the Love Bug and the droids would one day be under the same corporate thumb?) I have been a fan of science-fiction ever since, but my nascent love of that genre was soon to be eclipsed by its sister . . .

1979: J. R. R. Tolkien


That's the Brothers Hildebrandt's version of Gollum from the 1978 J. R. R. Tolkien Calendar, but I didn't personally see it until February 1979 when a fellow fourth-grader showed it to me in class. "Who is that," I asked, "and where can I find out more about him?" My friend sent me to the Endwell Elementary School library to pick up a copy of Tolkien's Hobbit. The library had a painting of the Rankin-Bass Bilbo Baggins on its wall, which reminded me that I had seen the first hour of the Rankin-Bass Hobbit back in November 1977, a year and three months earlier. (I only saw the first hour because it aired on a school night and my parents made me go to bed halfway through. I still have never forgiven them for this offense.)

I started reading The Hobbit on the bus ride home and became so absorbed that I nearly missed my stop—Ellen Gavin, the girl from across the street, had to drag me off the bus. I finished the book that night in bed, reading with a flashlight while my parents entertained quests. I moved on to the trilogy, devouring The Lord of the Rings by mid-April. (The Return of the King was my present from the Easter Bunny.) I then reread the books annually for the next twenty-four years, only stopping the regular reread when my first child was born in 2004.

In a sense, my exposure to Tolkien is the most important of my geek catalysts because it's the one that led more or less directly to my current career as a professional medievalist—just like Tolkien.

1980: Dungeons & Dragons


I've looked for this image from the cover of the 27 January 1980 issue of Parade Magazine for years, and, now that I've finally located it (in preparation for writing this blog entry), I find it . . . underwhelming. In my memories of my first encounter with Dungeons & Dragons, the image was in stark black and white, and the LARPers formed a diagonal descending from left to right instead of right to left. I also clearly didn't remember the patronizing headline "Anyway, It Beats Swallowing Goldfish." Whatever. The main point is the utter awesomeness of the image and the game it represented to my ten-year-old mind: you mean I get to be the knight in shining armor killing the werewolf? Sold!

I had to wait until my eleventh birthday in August 1980 to actually acquire my copy of (probably) the seventh edition of the Holmes Basic Set (the one with The Keep on the Borderlands and the chits). But that present from my grandparents leads directly to this blog—even if there was some initial confusion about how to pronounce "charisma" and just what Hit Dice actually were.

1983: Walt Simonson's Thor


I had read comic books for some time before encountering the now notorious Thor #337 on the spinner rack at the Daily Store in Delhi. The titles I haphazardly followed were a combination of media tie-ins (Star Wars, Godzilla), toy promotions (Micronauts), and Conan the Barbarian. I had picked up some of Roy Thomas and Mark Gruenwald's run on Thor in the lead-up to the Thunder God's throw-down with the Celestials in #300, but Kirbytech alien gods didn't appeal to my fantasy-dominated sensibility so I drifted away from the book shortly thereafter.

Imagine my surprise in 1983 when I saw Beta Ray Bill smashing the book's logo, all drawn by that Walt Simonson guy whom I had so loved on Marvel's Battlestar Galactica book. I was hooked on Thor—and soon Marvel's policy of crossovers had me hooked on most of their other books as well. I took a hiatus from comics during the last two years of high school and all four years of college, but came back in 1991 to find out what was going on in Neil Gaiman's Sandman and haven't left since.

There you have it, my four Foundations of Geek. What are yours, dear readers?

Thursday, October 25, 2012

Sadness Is . . .



. . . finding the Blu-Ray boxed set of Peter Jackson's Lord of the Rings films in your mailbox at work and knowing that you can't go home to watch them for another eight hours.

Friday, October 19, 2012

Fantasy Reading List for My Summer 2013 "Intro to Fiction" Course

Every so often on this blog I mention or allude to the fact that I teach in the English Department at a flagship state university. My primary research and teaching area is medieval literature (with a specialty in early English drama). But I also routinely teach fantasy fiction. In Summer 2013, I'm going to be teaching a fantasy-focused section of our "Intro to Fiction" course. Syllabi for this course usually rely on a published fiction anthology filled with mainstream "literary" narratives. When genre writers do appear, it's inevitably their least genre-marked material that shows up: the primary example here is the ubiquitous selection of Ursula Le Guin's "The Ones Who Walk Away from Omelas" instead of any of her equally excellent fantasy or SF stories. I've decided to buck this trend and will be teaching a syllabus entirely devoted to genre fiction. For the sake of coherence, I'm limiting myself to story and novel-length fantasy narratives. Here's the most recent draft of the course reading list:

Lord Dunsany, The Sword of Welleran and Other Stories



I had a number of Dunsany collections to choose from, but settled on this one from Dover. It's relatively inexpensive, and it contains many of my favorite Dunsany tales: "The Sword of Welleran," "The Fall of Babbulkind," "The Kith of the Elf-Folk," and "The Fortress Unvanquishable, Save for Sacnoth."

Robert E. Howard, Conan the Barbarian



Again, lots of choices here for editions. I settled on this movie tie-in volume partially because it's cheap but primarily because the table of contents allows me to hit all of my favorite Conan stories in a way that the otherwise wonderful Del Rey collections do not: "Tower of the Elephant," "Queen of the Black Coast," and "Rogues in the House" sit alongside "People of the Black Circle" and "Red Nails." Since Del Rey publishes this text as well, it's quite possible that the texts are identical to those in the REH Library series.

J. R. R. Tolkien, The Hobbit



Considerations of time were the primary factor in my decision to let The Hobbit stand in for Tolkien's work: there's just no way to teach The Lord of the Rings on the summer teaching schedule without basically abandoning the pretense of reading other authors. That said, The Hobbit is the book that turned me on to fantasy, and Peter Jackson's movie will have students primed to read the novel.

Patricia A. McKillip, The Forgotten Beasts of Eld



I needed a novel from the 1970s to fill in the large gap between Howard and Tolkien's 1930s texts and the books I was going to be choosing from the 2000s. McKillip is one of my favorite writers, and this 1974 novel is one of her best.

Angela Carter, The Bloody Chamber and Other Stories



Carter's 1979 collection of stories was the other book I picked to cover the 1970s. I selected it in large part because I've never read Carter's work, and this course seemed like a good opportunity to do so.

China Miéville, The Scar



My favorite New Weird novel: it's a big fat middle finger aimed at quest fantasy, and yet I love it just the same. If only this new UK paperback cover design was the American design as well! Sigh.

Ursula K. Le Guin, Voices



Le Guin was definitely going to be on the syllabus. I chose this book, the second in Le Guin's new Annals of the Western Shore series, because it brilliantly does everything Le Guin was trying to do with Tehanu and the second trilogy of Earthsea books but without any of the baggage that comes from revising an existing set of beloved books.

Kelly Link, Magic for Beginners



Like Carter, Link is a writer I've been meaning to read for some time. This is her major collection of stories, sitting right in the midstream of the slipstream between genre and literature. It's worth noting, though, that I have an alternate in mind if it turns out I don't particularly care for Link's stories:

Karen Russell, St. Lucy's Home for Girls Raised by Wolves



Russell has just exploded onto the scene recently, and whatI know of her work gives it a slightly more American feel than Link's work (i.e., Russell appears to be drawing on regional folklore as opposed to Link's more suburban and/or cosmopolitan feel). In the end, I'll go with whichever collection I like best.

So there you have the reading list. I've tried to strike a balance between American and British writers (four of each), short story collections and novels (four of each), and men and women (four of each). The books also make a decent historical survey of modern fantasy fiction: Dunsany is odd man out, sitting by himself in 1908, followed by clusters of work from the 1930s, 1970s, and 2000s. I'm looking forward to teaching the class and hope you've enjoyed this sneak preview of its contents!

Sunday, June 3, 2012

Failed Saving Throw Vs. Lord of the Rings Legos

When I went to Meijer to pick up bread for my daughter's lunchbox sandwiches tonight, I made the mistake of going past the toy section. This caught my eye:


Needless to say, resistance was futile. Now I have a new tchotchke for my office at work.

Saturday, January 14, 2012

Run Away, We Are No Match for Sting!


I'm guessing that this image from today's LA Times Hero Complex post on Peter Jackson's version of The Hobbit is the moment that Bilbo names his Gondolin dagger: "I will give you a name . . . and I shall call you Sting." An awesome picture of one of my favorite moments featuring my favorite sword in all of fiction!

Monday, August 22, 2011

Go East, Young Hobbit

Name: Hugo Hornblower

Culture: Hobbit of the Shire

Cultural Blessing: Hobbit-sense (counts twice when calculating company Fellowship rating; when making a Wisdom roll, rolls Feat die twice and keeps best result)

Background: Restless Farmer

Calling: Wanderer

Basic Attributes: Body 3 (5), Heart 6 (7), Wits 5 (8)

Common Skills: Awe 0, Inspire 0, Persuade 3 (personality); Athletics 1, Travel 2, Stealth 3 (movement); Awareness 2, Insight 2, Search 2 (perception);Explore 1, Healing 0, Hunting 0 (survival); Song 2, Courtesy 3, Riddle 2 (custom); Craft 1, Battle 0, Lore 0 (vocation)

Weapon Skills: Bow 2, Short Sword 1, Dagger 1

Endurance: 22 (Fatigue 13)
Hope: 18 (Shadow 0)

Damage: 3
Parry: 6 (9 when fighting larger foes)
Armor: 2d+1

Valour: 1
Wisdom: 2 (Virtue: Small Folk)

Specialities: Folk-lore, Herb-lore, Small, Story-telling
Distinctive Features: Eager, Trusty

Shadow Weakness: Wandering-madness

Equipment: Short sword, bow, dagger, leather corslet, cap of iron and leather, buckler, traveling gear, pipe-weed samples

A descendent of Old Toby himself, Hugo Hornblower has traveled to Wilderland from the Shire in search, not of adventure, but of new markets for his family's pipe-weed products. He's a particularly tiny hobbit, and his ill-fitting protective gear (bought on sale from a desperate Dwarf smith) makes him look a bit ridiculous. But if you let him talk to you, you may find yourself placing a rather larger pipe-weed order in no time at all.

(Essentially, Hugo is the Middle-earth equivalent of a whiskey drummer.)

Tuesday, August 9, 2011

Beorning Bonus: Botild Openhand as Drawn by Jon Hodgson

Botild was created in partial response to "[The One Ring] Lets Make a PC," an ongoing RPG.net thread devoted to the creation of sample characters for the game.  Begun by Skywalker, the thread morphed at post 55 from the group creation of an Elf loremaster to the creation of an entire company of PCs.  The participants are currently working on a Dwarven treasure-hunter and an as-yet indeterminate Woodman.  TOR artist extraordinaire Jon Hodgson (whom I first noticed for his work on the Dragon Warriors revival) took some time from his busy schedule to provide a sketch of the loremaster Gloreithel.  When I woke up this morning, though, I discovered that he had also generously produced this illustration:


Wow.  Just wow.  I have been wanting a Hodgson illustration for some time now, but I didn't think that one would just show up in response to one of my own creations.  Thank you, Jon!


Monday, August 8, 2011

Building a Better Beorning: Chargen in The One Ring, Conclusion

Here's Botild's complete character write-up (now with the Beorning byname I forgot in Part One of the series):

Name: Botild Openhand

Culture: Beorning

Cultural Blessing: Furious

Background: Head of the Family

Calling: Wanderer

Basic Attributes: Body 6 (8), Heart 4 (7), Wits 4 (5)

Common Skills: Awe 3, Inspire 1, Persuade 0 (personality); Athletics 2, Travel 2, Stealth 1 (movement); Awareness 2, Insight 3, Search 1 (perception); Explore 2, Healing 2, Hunting 3 (survival); Song 0, Courtesy 1, Riddle 1 (custom); Craft 1, Battle 0, Lore 0 (vocation)

Weapon Skills: Great spear 2, Axe 1, Dagger 1

Endurance: 28 (Fatigue 14)
Hope: 12 (Shadow 0)

Damage: 6
Parry: 4
Armor: 2d+1 (2d from leather corslet, +1 from Reward)

Valour: 2 (Close-fitting Reward applied to her leather corslet)
Wisdom: 1

Specialities: Beast-lore, Mountaineer
Distinctive Features: Curious, Folk-lore*, Generous

Shadow Weakness: Wandering-madness

Equipment: Great spear, axe, dagger, leather corslet

Botild Openhand grew up on the eastern slopes of the Misty Mountains, tending her family's herds and wandering about the countryside.  Those carefree days ended at age ten when her mother died, forcing Botild into the role of lady of the house.  Four years later, fourteen-year-old Botild had to grow up once again when Beorn sent her father and older brother to help guard the passes over the Misty Mountains.  Botild was now in charge of the family holdings, but her generous nature helped them prosper and earned her the epithet of "Openhand" from her neighbors.  At age sixteen, Botild learned that her father had died in a skirmish with Orcs in the mountains.  Her brother returned home and took control of the estate.  He was grasping where his sister was generous; worse, he refused to find Botild a husband among the neighboring families, preferring a drudge at home to an ally abroad.  Botild initially did her best to do her sisterly duty, but a year of enduring her brother's casual cruelties proved to be too much even for her.  She left home with her father's spear in hand, determined to regain her childlike sense of wonder through exploration and adventure.  A year of wandering has done much to toughen her up, and she begins TA 2946 with a sense of hope for the future.



Overall I'm extremely pleased with TOR chargen.  Several people have complained online that the heroic cultures exert too powerful an influence over the process, that multiple characters from the same culture are essentially cookie-cutter copies of one another.  I'm not seeing that: there are certainly some points of contact between Botild and Beran of the Mountains, the pregen Beorning from the TOR rulebook (they both took the Head of the Family background; their base Attributes are thus the same, giving them identical Endurance and Hope as well as Damage and Parry; both have opted to prioritize Valor over Wisdom).  But the differences are clear: Beran made Body his most favored Attribute, followed by Wits whereas Botild put Heart first and then Body.  Their various Traits only overlap at Mountaineer; Beran is the grim warrior whose word is his bond, while Botild is a generous woman always on the lookout for the horizon.

What impressed me most was the way in which the sequence of the process generated backstory and hooks for play.  As I noted in an earlier post, I already had a strong image of Botild as an individual before I even began the customization process.  (This is more evidence against the idea that culture generates too much conformity in game.)  Customization only strengthened this view.  I'm actually disappointed to be planning on running a TOR campaign: I really want to play Botild Openhand now, especially when her company finds its way back to the Western Vales of Anduin and a confrontation with her skinflint brother becomes imminent . . .

Building a Better Beorning: Chargen in The One Ring, Part Two

The first step in hero customization is the determination of the hero's Calling, his or her particular motivation for adventure.  Like Background, the choice of Calling initiates a cascade of sub-choices.  There are currently five Callings available: Scholar (the acquisition of knowledge drives you forth into the Wild), Slayer (someone did you or yours wrong, and you're seeking the means of vengeance), Treasure-hunter (the ruins created by the long, tragic history of Middle-earth = PROFIT), Wanderer (the experience of new things is its own reward), and Warden (someone must protect the weak against the onset of the Shadow).  Each Calling allows a hero to determine two more favored skills (taken from Calling-specific skill groups), pick up one unique Trait, and (unfortunately) acquire a Shadow Weakness as well (i.e., the path you're like to follow if you're overwhelmed by the Shadow).  It's worth noting here that each heroic culture write-up lists suggested and unusual Callings; the latter are not forbidden to player heroes from that culture, but the game suggests that Loremasters generate stories from the character's willingness to flout his home culture's expectations.

The suggested Callings for Beornings are Slayer (haughty Beornings make enemies easily) and Warden (in the end, though, they stand up against the Shadow); the unusual Calling is Treasure-hunter (what is a Beorning going to spend his treasure on in the Vales of Anduin?).  There's a bit of the caretaker in Botild, so Warden could work.  But I think her sense of hard-won freedom from familial duty and strife inclines her more toward the path of the Wanderer, so that's my pick.  The Wanderer's favored skill groups are Custom (Craft, Battle, and Lore) and Survival (Explore, Healing, and Hunting).  In Botild's case, Healing seems like an obvious choice for a favored skill: she did spend all that time tending to her flocks, after all.  So Healing gets underlined.  The second favored skill can come from the same skill group or from the other one; I don't see Botild as being particular inclined to fixing things, skilled at warfare, or eager for facts (her curiosity is directed at experiences, not information).  I'll therefore underline Explore and boost it from 0 in a few steps.  The Wanderer's unique trait is Folk-lore, an aptitude for picking up the sort of social knowledge that interests Botild most.  Her Shadow Weakness is Wandering-madness, the temptation to completely break free of all ties that bind and lose herself in the moment.  Botild is going to have to work to establish an equilibrium between the responsibilities she's escaped for the moment and the freedom that could potentially lead her astray.

The next step of customization is the determination of favored attributes.  These are boosted Body, Heart, and Wits values representing a hero's particular inclinations; when a player spends a Hope point to augment a Common skill roll, he adds his regular attribute score to a regular skill and his favored score to a favored skill.  Each hero adds three points to one attribute, two to a second, and one to a third.

Looking at the character sheet, I see that all of Botild's favored skills are clustered under Body (Athletics, Awareness, Explore) and Heart (Healing).  Since her base Heart of 4 is lower than her base Body of 6, I'm going to add the three points to Heart for a favored total of 7 and the two points to Body for a favored total of 8.  Poor old Wits will have to make do with a favored total of 5 (up one from 4).

I now get ten points to spend on raising my skills (both Common and Weapon).  I have to be careful here: skills cost their new level in points, and each level must be paid for (e.g., going from 0 to 3 is going to cost six of the ten points).  Worse: weapon skills cost two per level and are also cumulative in cost.

Some tough choices here.  I established that Explore was one of Botild's favored skills, so I want to put enough points there to make that decision worthwhile.  A score of 2 (average) eats up three of my ten points.  Now I have seven left.  I'm going to bring Healing up to 2 as well; since it was already at a 1, I'm out just two points (total of five left).  Botild has seen a bit of Wilderland before play begins, so Travel goes from 0 to 2 (three points, two left), and she's learned to overcome some of her Beorning brusqueness, raising Courtesy from 0 to 1 as well (one point, one left).  I don't have enough points left to raise any of her existing Weapon skills, but then I never pictured her as a front-line fighter: she's more like to fight from a defensive stance, protecting her allies and herself.  I do think she's picked up some woodcraft by now, though, so I drop the last point into Stealth, making it a 1 (one point, zero left).

I'm getting close to finished here.  Time to start calculating some key secondary stats, Endurance and Hope.  For a Beorning, Endurance equals 24 + Heart; Hope, 8 + Heart.

Botild's Endurance is 28; her Hope is 12.

Gear is based on a character's choices.  Each hero gets a free weapon for each of the Weapon skills he has at 1 or greater.  Heroes also start with one suit of armor and may choose one piece of headgear and one shield.  Traveling gear (season-appropriate clothing, water, food, blankets, etc.) is also provided free of charge.  Any other starting gear is a result of negotiation with the Loremaster (with the hero's cultural Standard of Living as a touchstone).  Equipment is encumbering of course, and a character's total encumbrance from gear equals his Fatigue score.

Botild's Weapon skills mean that she owns a great spear (encumbrance 4), an axe (encumbrance 2), and a dagger (encumbrance 0).  She's a wanderer, not a warrior, so I don't get her any headgear or shield.  (Not that she could use a shield while wielding her great spear!)  At the same time, Wilderland is a dangerous place, so I opt for a leather corslet (encumbrance 8).  Her total encumbrance gives her a Fatigue score of 14, half her Endurance score (giving her a lot of wiggle room before she becomes Weary).  In spring and summer, her traveling gear raises her Fatigue to 15; in autumn and winter, it's 16 instead.

Some more calculations now: a hero's Damage score equals their basic Body rating, while their Parry score is identical to their basic Wits rating.  (Weapons and shields respectively modify these scores.)

Botild hits hard: on a great success, she adds her Damage score of 6 to her spear's Damage rating of 9 for a total damage of 15; on an extraordinary success, she adds double her score of 6, generating a total damage of 21—enough to drop all but the toughest Orcs in a single blow.  That said, she's not the best at getting out of harm's way, what with no shield and a Parry score of 4.  But then that fits her generally defensive approach to combat.

The last major choice to be made involves ranking the hero's Valor and Wisdom scores.  These function as reputation indicators, and they also represent opportunities for heroes to acquire power-ups.  These bonuses begin piling up at rank 2 (and every rank thereafter, all the way up to the maximum rank of 6 in each score).  A new TOR character begins with a rank of 2 in one score and a rank of 1 in the other, giving the hero a power-up before play begins.  If the hero opts for Valor 2 and Wisdom 1, she gains a Reward (a new piece of culturally-specific equipment or an upgrade to an existing bit of normal gear).  If she opts instead for Wisdom 2 and Valor 1, she can choose one of several culture-specific Virtues—or select one of several generic stat boosts instead.

I decide to prioritize Valor over Wisdom and give Botild Valor 2 and Wisdom 1.  She's now entitled to a Reward.  I look over the three Beorning Cultural Rewards—the Giant-slaying Spear, the Noble Armor, and the Splitting Axe—and don't feel the love.  So it's a generic upgrade instead.  Botild's leather armor is already light enough, so there's no real reason to classify it as of Cunning Make (-2 to Encumbrance).  But it might also be Close-fitting (+1 to Protection, raising the corslet from 2d to 2d+1).  Alternately, I could make her spear Grievous (+2 damage for a total of 11), Keen (the weapon's Edge rating—the number the attacker must equal or beat on his Feat die roll to cause a Wound—drops by 1 to a value of 8), or Fell (the weapon's Injury rating—the number the target must equal or beat on his Protection roll to avoid taking a Wound—goes up by 2 to a value of 18).  In the end, I opt to make the leather corslet Close-fitting: the bonus to Protection fits Botild's general defensive posture, and it might even allow her to risk more aggressive combat stances (she'll get hit more often, but will be able to avoid Wounds more easily).

That's it for individual customization.  In my final post in this series, I'll present Botild's complete write-up and offer some general reflections on chargen in TOR.

Building a Better Beorning: Chargen in The One Ring, Part One

To set the mood for this post, I've placed Tolkien's depiction of Beorn's Hall just to the left of this text.  The first step in creating a TOR character is the choice of the character's home culture.  I did that in the last post, selecting the Beornings.  This decision brings certain conclusions with it, but it also leaves room for individual choice between cultural options.  I'm going to work my way through the TOR discussion of the Beorning culture, recording game-related decisions in italics when I'm asked to make them.

One decision to make right away is the character's sex.  There are no mechanical repercussions to this choice, but it will inflect all concept-related choices that follow.  I have no particular predilection for a character gender, so let's roll a six-sided die: odds, the character is male; evens, it's female.

I rolled a 4.  Looks like this character will be female.

Each heroic culture in TOR has a set standard of living that conveys the culture's relative prosperity (and thus an individual character's ability to make purchases).  Beornings have a Martial standard of living, one akin to that of the heroic culture presented in Germanic epics like Beowulf: the chieftain is the source of all wealth, rewarding individuals for bravery, loyalty, and daring deeds accomplished.  A Martial character has his or her personal gear, along with a few coins to cover simple accommodations and meals.

I put "Martial" down on the character sheet.

Heroic cultures also provide cultural-specific blessings (akin to D&D feats).  The Beorning blessing is "Furious": when a Beorning receives a wound in battle, he ignores all effects of being Weary and/or Miserable for the remainder of the combat in question.  There's the berserker quality I mentioned in my intro post.

I put "Furious" down on the character sheet.

Now it's time to see which skills Beorning cultures provides a character.  In TOR, skills are broken into two categories: Common and Weapon.  All Beorning heroes receive the following Common skills: Awe 3, Inspire 1, Persuade 0; Athletics 2, Travel 0, Stealth 0; Awareness 2, Insight 3, Search 1; Explore 0, Healing 1, Hunting 3; Song 0, Courtesy 0, Riddle 1; and Craft 1, Battle 0, Lore 0.  (An underlined skill is a favored skill, receiving a bonus in certain circumstances; Beornings are clearly athletic types.)  Heroes are giving a choice of Weapon skills.  Beornings may either select (Axes) 2, Spear 1, Dagger 1 or Great spear 2, Axe 1, Dagger 1.  A Weapon skill in parentheses is actually a Cultural Weapons skill: someone taking "(Axes) 2" would add two skill dice when using any type of axe.

I first of all record my beginning scores in the game's eighteen Common skills, underlining "Athletics" on the character sheet to convey its favored status.  Then I consider the two Weapon skill packages: since I've played a lot of axe-using characters over the years, I'll be different this time round and take the second package.  Now my character has a favored skill in "Great Spear" and basic skill in "Axe" and "Dagger."

My next choice involves Specialties, culturally-specific Traits that register expertise in a given trade or activity.  I can choose two of the following: Anduin-lore, Beast-lore, Fishing, Mountaineer, Story-telling.  In game, I can invoke these Traits to gain automatic successes, make a skill roll where the Loremaster would normally say "no," or gain an Advancement Point in a Common skill group related to the Trait in question.

Here's where the character individuation really begins; the Specialties I pick will say a lot about my character's upbringing.  I'm going to pick "Beast-lore" and "Mountaineer."  My character is essentially Heidi-on-steroids: a gangly Beorning woman who grew up on the slopes of the Misty Mountains tending her family's herds.  A spear doubles as a walking staff in these conditions, and it's good for keeping the Wargs off as well.

A flurry of choices follows, all springing from a decision about the character's Background.  Each heroic culture provides six of these.  The Beorning choices are Child of Two Folks (you're the product of a Beorning-Woodman union), Errand-rider (you are known for carrying messages between the clans), Head of the Family (you've watched over the homestead while your father protected the mountain passes at Beorn's orders), Light-foot (you're excellent at sneaking around in the woods), Keeper of Tales (you spent lots of time listening to the wisdom your old granddad chose to impart), and Voice from the Past (you've grown up keeping the songs of the clan in your heart).  Each background sets your basic attributes of Body, Heart, and Wits; grants you another favored skill; and provides you with a choice of two Distinctive Features (Traits that signify your personality instead of your expertise).

The two Background that make the most sense for my character are "Head of the Family" (which connects to the idea of her shepherd history) and "Light-foot" (which could apply to any character who has spent much time outdoors).  I'm going to opt for "Head of the Family"--a foreboding choice: what would have caused my character to give up her obligations to go adventuring?  This Background sets the character's Body at 6, Heart at 4, and Wits at 4.  She also gains Awareness as a favored skill (which I then underline on the character sheet).  Finally, she can choose two Distinctive Features from the set of Curious, Determined, Generous, Grim, Hardy, Steadfast, Trusty, and Wilful.  I'm beginning to think that this character may have been dispossessed: she should have inherited the clanhold when her father died fighting Orcs in the passes of the mountains, but her no-good brother came home and displaced her.  So let's give her "Generous"--her kindness to other clans paid off when she finally left her grasping brother, but it also kept her from fighting to keep her patrimony--and "Curious"--familial duty was all well and good, but now she actually is free to find out what lies on the other side of the mountain.

At this point, I've completed the Heroic Culture phase of chargen.  The only remaining tasks are to pick a name for the character and determine her age at the start of play.  Since "Beorn" is itself an Anglo-Saxon name, I'm going to go to Kate Monk's Onomastikon and pick out an Anglo-Saxon female name for my hero: Botild.  The rulebook suggests that Beornings go adventuring sometime between 16 and 30; let's split the difference and say that Botild left home at 23, well after she should have been married (but clearly wasn't because her cheap brother preferred to keep a drudge at home rather than pay a dowry to another clan).  Coming up next: customization!

Building a Better Beorning: Chargen in The One Ring, Introduction

A friend at Gen Con last Friday and a few too many positive RPG.net posts on the game caused me to give in and acquire a copy of The One Ring boxed set.  Overall I'm very pleased with the game--it's surely one of the best looking RPGs ever published.  I also feel that it goes further in recreating the feel of Middle-earth than any other Tolkien RPG before it.

I thought that I would create a character here on the blog as (a) a way of learning the rules for myself and (b) letting others get a sense of what the game entails (and thus becoming more able to decide whether or not it's for them).  As many of you may have heard, Cubicle 7 is taking a graduated approach to the game: the first boxed set introduces the basic rules and provides relevant game information for adventures in Wilderland (aka Rhovanion), the northeastern quarter of Middle-earth that is home to the majority of action in Tolkien's The Hobbit.  Characters are thus restricted in origin to one of the six Free Peoples inhabiting that region: the Bardings, the Beornings, the Dwarves of Erebor, the Elves of Mirkwood, the Hobbits of the Shire, and the Woodmen  of Wilderland.  Since Vargold is a blog nominally dedicated to barbaric games and narratives, it seems appropriate for my first test character to be as close to a barbarian as one can get in Tolkien and still be on the side of the setting's protagonists.  So Bardings, Dwarves, Elves, and Hobbits will have to wait their turn.  The Woodmen are a viable choice under the conditions just laid out, but the Beornings (what with their berserkr chieftain Beorn) are an even better one.

Let's build a Beorning, then!  In my next blog post, I'll handle the first stage of TOR chargen, that related to heroic culture.  The post after that will cover individual customization.

Saturday, February 27, 2010

J. R. R. Tolkien's Thorongil (a.k.a. Aragorn II)


 I'm currently teaching Tolkien's Lord of the Rings as part of an advanced writing course entitled "Legends of Modern Fantasy," so I thought I'd pull a Reese's Peanut Butter Cup and get some Tolkien chocolate in my BoL peanut butter.  I've therefore generated a character sheet for Aragorn II.  In TA 2957, the twenty-six year old Dunadan left Rivendell and traveled the length and breadth of Middle-earth for twenty-three years.  Using the alias "Thorongil" (Sindarin for "Eagle of the Star"), Aragorn served in the armies of Thengel of Rohan and Ecthelion of Gondor.  It's at this moment in his life that he most approximates the power level of a starting hero in BoL.

As a Dunadan, Aragorn is superior in all ways to the lesser varieties of Men.  I've therefore given him scores of 1 in all four of his attributes; the broad spread reflects his abilities not only as a mighty warrior but also as a leader of men (and future king).  Combat scores are more concentrated: I see little evidence in Lord of the Rings for giving Aragorn scores in Brawl and Ranged, especially at this point in his career.  As a result, I've split his four combat points between Melee and Defense.  The four-career requirement perfectly suits Aragorn: "Noble" stems from his upbringing in Imladris; "Physician," his birthright as Isildur's Heir; "Hunter," his destiny as "the greatest traveller and huntsman of this age of the world"; and "Soldier," his brief experience so far as a mercenary in Thengel's army.  (Thorongil's prominence in Gondor's campaigns against the Corsairs of Umbar suggests that Aragorn will soon be spending some advancement points on adding "Mariner" to his list of careers.)

Note that I have not equipped Aragorn with the Shards of Narsil—in this instance, I prefer the movie Aragorn's decision to carry a normal sword beyond the confines of Rivendell.  The Boon "Isildur's Heir" is a Middle-earth variant of "Marked by the Gods"; "Master Tracker" follows the lead of the BoL version of Legends of Steel in collapsing all of the terrain-specific tracking boons into a single boon.  "Hunted by the Enemy" is lifted right from the character sheet of Pellem Pharn in the main BoL rulebook.