I just worked my way through half of Anna Tsing's <b> The Mushroom at the End of the World </b> and it is fantastic. It is a wonderful exploration of the edges of capitalism viewed through the lens of the matsutake mushroom and the economies/ecologies it fosters. There's a lot to chew on in the book, but one of the sections stood out to me in particular as a tabletop player.
Mushroom foraging is an acapitalistic endeavor. While capital exchanges hands (foragers trade mushrooms to buyers for cash, buyers exchange the mushrooms for cash from more centralized buyers who eventually trade mushrooms for cash from consumers), the foragers and buyers do not reinvest the cash into the business - they do not consolidate capital. Foragers are independent, loyal to no particular buyer and no part of the Oregonian mountains - they traipse into and out of public and private land, sometimes with and often without foraging licenses administered by the usually-absent state government and National Park Service. Buyers attempt to groom loyal foragers through bribes of drinks and treats and appeals to ethnic unity (ethnicity, of course, being a construct of conflict and thus highly socially-mediated), a ploy that often falls flat given the range of people and backgrounds who seek fungal gold. A buyer's chief goal is to drive the other buyers out of business. To that end, they compete for the highest prices - the higher the price, the more the highest-bidder will have to spend to buy the mushrooms such a price attracts. Thus, competition increases cost, rather than the opposite.
Matsutake mushrooms grow in forests devastated by human exploitation - they thrive on trees kept artificially alive through human intervention (fire protection) that cannot compete with hereditary giants and thus spring up in the wake of deforestation and the destruction of the natural environment. They cannot be farmed - Japan invests millions of dollars each year seeking a way to cultivate the matsutake, to no avail - they can only be stumbled upon in the woods, often buried in holes where only clever animals (humans and nonhumans alike) smell them out. Matsutake take on the characteristics of the trees on which they grow - the smell of a matsutake (already a pungent mushroom) on a piss-fir is exquisitely awful, and skilled buyers can determine the growing conditions of a mushroom from touch and smell alone (there are also insect parasites that can infest the mushrooms and spoil whole batches shipped to Japan - experienced buyers detect these only with a touch, while novices have to cut into the matsutake's white flesh).
The parallels to parties extracting goods from ruins, themselves the remains of human-led destruction, are obvious. There is a potential for our games to straddle the line between capitalistic and anticapitalistic endeavors, and I wonder if our love of fixed-price commodities, of easily-quantifiable treasure, is the reason that anticapitalistic potential is so rarely realized.
I both adore and hate the idea of the megadungeon. I have one in my world and not a single party I've run has ever expressed any interest in spending a prolonged period of time in there, plumbing the depths - while the cash is good, it is too lethal a place. Logistically, a meaningful megadungeon is almost an oxymoron. Yet, while I cannot imagine my players excited about seeking mushrooms in the Oregonian mountains (something great for video games and not so great for tabletops), I know that players do get excited about dungeon delves, and the resulting dungeon-market economy would function exactly as Tsing describes the matsutake buyers market. But to create such an environment, I have to do away with goods with easily-discernable value: no coins, no antiquated paintings, no clockwork mechanisms.
One of my design goals is to present an example of postcolonial D&D, building a game that does not reify structural racism and other exploitative structures. If that shit isn't OK in my other media, why should it be OK in my game? Tsing's matsutake economy recontextualizes one of the most common forms of labors in D&D into a mode of being in between capitalism and anticapitalism. Tsing writes that the true "good" exchanged between the buyers and foragers is the exercise of freedom. The money is secondary to the ability to live in refugee-style camps in the Cascades, outside the oppressive systems of contemporary life, which describes many of our players to a T.
Saturday, April 29, 2017
Specificity
One of the key
problems with the Settlement Campaign idea is that it is so broad. That
broadness is also one of the core features that makes it such an appealing
idea. However, while there are components common to many Settlement Campaigns,
each such endeavor will be unique because of the differences in topography,
climate, geology, hydrology, etc. I talked about creating a hyper-snowflake
setting and ruleset, but in trying to represent the Settlement Campaign, I
tried to reach too broadly, focusing more on universality than the specificity
that I want to promote within game design.
So, in service of
that specificity, I drew the (most of) the rest of the continent within which
the Sea of Shadows is located. It currently lacks a name, but names are
complicated beasts and I like to leave those to the end of the process. I do
have some names, areas of my world that have been bouncing around in my brain
for years but I've not wanted to develop (as I tried to focus on just the Sea
of Shadows itself). While Guol, Panumbra, and the Wintry South will continue to
occupy the furthest-back burner, it is nice to know where they are on the map,
how they relate to each other topographically, and so on. It is also humbling
to see that this world which has occupied my thoughts for 5ish years occupies
just 40 squares of my sheet of graph paper - despite how much work I have put
into this project, I have barely scratched the surface of all there is to
accomplish. It is humbling, but it is also somewhat freeing; I am still
beginning this endeavor - despite the progress on my game book, I have not come
close to any sort of ending.
Additionally, and
this was the original goal of the exercise, I now have places for my settlers
to settle.
Friday, February 10, 2017
Wildcrafting
I am chagrined to
say that I did not have wildcrafting/foraging rules in my game until earlier
today. Maxwell's question prompted me to look, realize my problem, and begin
fixing it.
The first problem is
definitional. As I outlined in my previous posts, there are two different ways
to use this skill. The first, and more common one, is to harvest food from the
wilderness, as part of travelling through a location. The second use entails
reliably harvesting food from an area over time. Most forage rules only offer a
way of dealing with the first, but I'd like to expand the use of this skill.
I am inspired in
this approach by Alexis' Hex Generator 2.0 which, drawing from his Civ IV
posts, lists different food sources in wilderness hexes. Each source
contributes 1 or more food which then sustains predator populations. It's an
elegant top-down system (literally, as large hexes are divided into smaller and
smaller ones until we reach an approximately 3mi hex), but I wanted something a
little more bottom up.
Anyone can pull a
bunch of grass from the ground and eat them. Wildcrafters, first and foremost,
know what plants are safe to eat (and what parts of those plants are safe to
eat), as well as how to find them. Different environments present different
levels of risk.
Being simplistic, I
have three categories of risk, high, moderate, and low, which reference both
the prevalence of innocuously poisonous plants as well as the threat of local
predators. The Sahargeen jungle, a rain forest, is high risk for both of those reasons.
The scrubland beyond the jungle's edge is far less risky as there are fewer
predators and few toxic plants. Low-risk areas require Apprentice Wildcrafting,
moderate-risk ones need Journeyman Wildcrafting, and high-risk regions call for
Specialist Wildcrafting. Attempting to forage beyond your level of competency
requires a check, and failure indicates that either the forager gets a random
encounter while alone in the wilderness or the harvested food is potentially
poisonous.
Food availability
depends upon the environment, its vegetation and topology. Each foraged region
provides a number of "nodes", renewable sources of food - a game
track, a berry patch, a gloomy mushroom grove, an excellent fishing spot, etc.
The number of nodes varies, as one might expect.
Dense: 3-7 nodes
Moderate: 2-5 nodes
Sparse: 1-3 nodes
Dead: 0-1 nodes
I use a modified 2d6
roll with the highest possible outcome on the two most extreme results on each
end (2,3,11,12), and then reducing the number of nodes found by 1 moving
towards the center until reaching the minimum value. This gives a consistent
1/6 chance of getting the maximal result, but strongly varies how much one
might find in the middle.
We say that 1 node
provides enough food for 1 person and we're done.
Sort of. If all we
care about is that first usage of wildcrafting, then we are done. But I want to
make this skill more useful, so we need to complicate the model by introducing
the idea of overharvesting.
Staying in one
location and continuing to forage depletes local resources and teaches animals
to avoid the area. It's not a sustainable practice. A common guideline I've
discovered in the interwebs is to harvest 25% of what is present. If we take
that literally, then in feeding 3-7 people, we are drawing from 12-28 nodes.
OK, so there is a
lot more food present than is being harvested. What does the original number
signify, then? It is the amount of food that can be harvested in a day's work,
drawing equitably from a subset of the nodes available. The wildcrafter needs
to choose how much food they wish to harvest, knowing how much food is
available before the area is depleted and needs a year to recharge.
Thus, if the party
will be staying in an area for a while, they can't just set up camp and stay
there - foraging will eventually remove all of the available food. Travel time
to other areas to harvest reduces the time available to actually forage, commensurately
reducing the amount of food acquired, as well.
Obviously, I'll need
to run this at the table to see how it works, but I feel like this is a
workable solution. I think Master and Grandmaster Wildcrafters would be able to
do more with what they found, essentially increasing the number of nodes
available.
Tuesday, January 31, 2017
The Settlement
My thoughts are
continuing to jump around, and finally returned to the Settlement Campaign.
Rereading Alexis' series of posts on creating a trading settlement got me
thinking about Phase 2 of the settlement campaign: establishing a thorp. This
became especially timely with Alexis' ruminations on large-scale passage oftime.
Drawing from
Wilder's novels, in an environment where humans are the alpha predator, each
cluster will establish their own farm a day or so distant from each other.
However, this is D&D - until the party clears out whatever malicious
presences are nearby, the expedition is under constant threat. Consequently,
they will build a concentrated group of buildings instead of a network of
individual houses. This thorp will likely be walled and will have animal pens,
a granary, homes for each cluster, and place of worship, and common food
storage. Ideally, the expedition will be able to put a well inside the walls,
but that's a feature of hydrology and climate - water barrels might be the only
option.
The primary function
of this thorp is to produce enough food that everyone lives. No more, no less.
Most communities will do this by farming (raiding will later become an option,
but presumably there are few things to rob at this point). Each able-bodied
worker can manage about 2 acres of farmland, and about 1 acre is necessary to
feed 1 adult, over the course of the year. However, yields are not consistent
(weather plays a huge factor in whether a field produces or not), so a family
of 4 would want to operate at least 5 acres to avoid starvation. In most feudal
settings, land is at a premium, but in the settlement campaign, land costs only
the effort to clear it. However, farming at this rate pretty much requires a
yoke of oxen or horses to plow the land come spring, and 1 team can plow 1 acre
per day (the origin of the unit of measurement). So, the number of teams
determines the overall number of acres the community can support - in the
northern hemisphere, the month of July is used for plowing. On my calendar,
that's 28 days available for plowing, so 28 acres per team, or enough land to
support about 19 people (assuming a 1.5 acres/person ratio for safety's sake).
There are other food
approaches, however. Wildcrafting allows skilled individuals to find and
harvest locally-available food, identifying berry patches, fruit trees, edible
mushrooms, fishing spots, and the like. Forest farming entails manipulating a
forest environment to grow food and cash crops under the tree canopy. The
advantages of wildcrafting and forest farming is that they do not require
clearing the land before allowing for farming, but they can be less fruitful
than typical farming methods in some climates (hence the abandonment of both
practices by Europeans).
Wildcrafting uses
whatever rules you use for foraging in the wilderness and requires a couple
hundred acres of undeveloped land fairly close to the settlement, and it is
assumed that a wildcrafter will be sustainably foraging. Forest farming, on the
other hand, requires somewhat different rules. It is only available in wooded
environments (obviously) and requires at least 5 acres to be sustainable. But,
each of those 5 acres can support 1 person, just like an acre of conventional
farmland. At this stage of the settlement campaign, the downside to both
wildcrafting and forest farming is that they require a specialized skillset
- a combination of traditional farming
knowledge and the wilderness lore usually restricted to ranger-type
individuals.
The distinctions
between trad farming, wildcrafting, and forest farming manifest in the kinds of
goods produced, but that only matters when the thorp becomes part of a network
of thorps, exchanging goods and services. For now, all three produce food, and
that's what is important.
As I alluded above,
the settlement's physical location is crucial and will determine the success or
failure of the thorp. Most expeditions will need to rely on traditional farming
for food and require a relatively flat area of about 20 acres. The site needs
to have ready access to potable water, preferably a river or lake.
Preferably, the
flatland is not thickly forested, as it will have to be clear-cut and destumped
before trad farming the land. If the
site is not forested (as a prairie or something), it would be nice for there to
be a woodland of some kind relatively close by to provide the timber for all of
the building projects. Ultimately, the biome of the settled location will
determine what properties are available and desirable. For those of you who
have played Dwarf Fortress, it is exactly the same process - we are looking for
a the equivalent of a high-metal, high-wood, high-soil region with reasonable
weather and accessible water (but no aquifers. Fuck aquifers.), or as close to
it as we can get. I operate with terrain, climate, and vegetation types as
three separate parameters which combine into a fairly detailed picture of what
kinds of things could be found on a particular hex. Vegetation tells me what
kinds of plants predominate (trees, grasses, or shrubs, and in what density)
while climate/elevation tells me what specific trees, grasses, or shrubs
actually grow there (so that I can say not trees but oak or boxwood trees). [I
will say that since I primarily operate in a tropical climate, needing to
convert most of the wood used in Alexis' trade tables, which rely on European
standards for most constructed goods (spruce for buckets, for instance), to the
woods actually available in a tropical climate, has been a lot of fun and also
a lot of work, but totally worth it.]
I won't make a list
- how those three parameters interact is going to depend heavily upon your
worldmap, and I have not yet finished a nice organizational scheme for the
interactions that I use.
As I mentioned
previously, every expedition needs to have some sort of guide (a hinterlander
or ranger-type character) who helps the expedition cope with the new
environment, and it is the guide's responsibility to choose a suitable site.
Whatever site the group ends up with is the best available site within the
region - there should not be a strictly better place to establish a thorp
within a couple days' travel. If your players become guides, then randomly
rolling for a series of sites and letting them choose where to settle their
groups makes sense.
Sunday, January 22, 2017
Magic Bells
Magical powers have
been attributed to bells for much of human history, in both the West and Far
East. The basic premise is that the chiming of the bell drives away evil
spirits/lightning/thieves/bad luck/etc. They are essentially a tool that
weaponizes sound, directing it at (often) incorporeal or abstract targets. In
Garth Nix's Old Kingdom Chronicles,
necromancers use a set of 7 bells, which tap into the powers of primordial
beings, to unleash specific effects (sleeping, reanimating, forcing movement,
speech, thought, binding, and death itself, respectively). This core concept,
bell magic, lead me to write my first set of custom rules, an Old Kingdom
Chronicles RPG built on a D&D 3.5 chassis (the only system I knew at the
time), and gave me my start as a DM.
Based on the
folklore, bellringing works kind of like turning undead - while sound emanates
from the bell, a targeted type of thing is driven from the space. If we limit
it to types of creatures, the bell may ring in the audible frequency range, but
it has distinct overtones beyond it only perceptible by the targeted group (or
it magically has a low fundamental that matches the targeted creatures' natural
frequency and will, over time, vibrate them apart).
Handbells
Now for the
implementation. Silver bells repel Sidh and Yokai, an extension of how silver
dispels their magic and burns them.
Handbell players
have a variety of options when it comes to playing a handbell - the first is a
question of how many bells are played. Everyone can ring one bell per hand, but
more skilled players can play with 2 or even 3 bells per hand, sounding either
1 at a time or all of them. Furthermore, while a single strike of the clapper
is the norm, the bellringer can circle the bell, causing the clapper to slide
around the inside of the bell and sustaining the pitch (like sliding your wet
finger around the rim of a partially-filled wineglass).
The first ability is
something to take note of for later, but not immediately necessary for these
rules. However, the ability of a bellringer to arbitrarily sustain the pitch of
the bell is a powerful one in this context.
This means that the
most important feature of a bell is its loudness, most importantly, the range
at which it is still audible (and thus effective). Finding hard numbers on this
is somewhat tricky, so I'll cheat. By rearranging the equation I can find relating
audibility distance and loudness, I get
r2=10^(L1-L2)/20
Where r2 is the distance at which the sound is L2 loud, if the sound is L1 loud at a distance of 1 yard from the
instrument.
Looking at
instrument loudness ratings, the upper limit on the sound of a handbell is
100dB (the approximate volume of a fortissimo piano). Now, a 100dB sound is
audible for 56,000 yards (since the threshold for hearing is ~5dB for pitches
written on the musical staff), which is a massive sphere of influence for a
single bell, even at the extremes - that's about 32 miles (admittedly, 32 miles
on what I presume is a flat, featureless plain with no sound competition, but
still). Perhaps a better range is 55dB, the loudness of a casual conversation.
This reduces our 100dB handbell's effective range to 178 yards, which is a far
more reasonable range. However, 100dB is the upper limit on how loud a handbell
might be - most are not nearly that loud. A 90dB bell is (roughly) half the
volume, and travels only 56 yards before crossing beneath our effective
threshold, but I want to use 85dB as the standard - it's the threshold for ear
damage from prolonged exposure, which means that characters who ring bells for
too long will suffer permanent damage, but they can easily ring the bell more
quietly for a limited range indefinitely.
Being a fan of round
numbers, we'll say that handbells can be played at 3 volumes: 90dB (loud), 85dB
(normal), and 80dB (quiet), with effective ranges of 56, 32, and 18 yards.
We'll play one last trick and redefine our distances from yards to feet (so that
these loudness measures represent what the bellringer hears, not what someone
standing in front of the bellringer hears), which lets us shrink these ranges
down to 19, 11, and 6 yards of effective range, or 20/10/5 to keep things nice
and round.
Returning to silver
bells, Sidh and Yokai within the affected range must succeed an Ascetic test
(or Magic saving throw) in to remain within that area and their magic becomes
more difficult to manifest, requiring them to make casting checks.
Larger Bells
Of course, bells
come in more shapes and sizes than just handbells. Churchbells are still a huge
part of the soundscape of most European cities - even competing with modern
urban noise, one can still hear the churchbells ring out the hour all across
the city. The bell and belltower become the center of those communities lucky
enough to have one. In most medieval-fantasy settings, the only
"practical" reason for this might be the vantage the belltower
provides and the ability of the bell to warn of danger. The bell's function in
liturgical communities was obviously as a call to prayer (since they had 7-8
different services every day), but we can do better.
The obvious
extension is to add bellmaking as a medium under sculpture for the artist/bard.
I'd need a new entry in the table detailing different effects a mastercrafted
bell (or set of bells) might cause in the countryside. However, I am intrigued
by Alexis' discussion of happiness in bardic artwork. Frustratingly, the
solution he proposes is impossible for my game - I don't have character levels,
so a mechanic that allows them to be acquired faster is not particularly
useful, and expediting other kinds of character growth (notch acquisition) is
not a particularly elegant solution.
While Alexis was
still musing about in what direction to take the bard, I proposed creating a
scale of behaviors based upon happiness - an x-happiness settlement behaves in
this way, whereas a y-happiness settlement behaves in this other way. It's a
ridiculous amount of work, but I think the benefits extend beyond bardic
artwork, especially when I return to talking about the settlement campaign at
some point in the future.
We can interpret the
list of effects bells were thought to abjure in two ways: the first is that
bells essentially make the owner/user more lucky (in avoiding theft, lightning
strikes, wildfire, evil spirits, whatever) - they are focused upon evading some
potential harm, when the chances of that harm occurring are fairly low already.
If I still ran my game from a random encounter table, this might be a sensible
choice - if the probability of something bad happening is 1-in-6, a community
with a bell has instead a 1-in-8 or 1-in-10 chance of suffering that same
event. But I don't do that anymore; I want to approach the game as a narrative
written by the players that observes cycles of tension and release, which makes
that kind of approach less useful.
Instead, community
bells increase the happiness of the population that lives near them. The word
"happiness" is somewhat problematic. In modern psychology,
"happiness" is a technical term that only tangentially relates to its
vernacular meaning: "happiness" describes a state of general
contentment and inner peace, which quickly links to Buddhist and other
non-Western faith traditions. Within the Western psychological literature,
"happiness" correlates with trust and risk-taking (which are somewhat
linked already). The idea is that happier people are more willing to take
chances on something that might make them unhappy because taking that risk
allows them to expand, develop, and grow - it is an awareness that one's
comfort zone can only expand by leaving it. It's still fairly abstract, but I
think this path will give me a powerful tool in the end.
Monday, January 9, 2017
Die Zauberflöte
I am embarrassed. As
a musicologist, my training (primarily) deals with Western Art Music
("Classical" Music or dead-white-guy music). One of those dead white
guys was this dude named Mozart, and he wrote an opera about a flute which has
magical powers, the Zauberflöte (literally, "magic flute") that takes
place in a quasi-medieval environment with witches and curses and princesses.
And it never occurred to me, until Jon Miller's comment, to mine it for
D&Dables.
Act I
Prince Tamino is
attacked by a giant serpent and faints
The Queen of the
Night appears, kills the serpent, and vanishes
The professional
birdcatcher, Papageno, (costumed as a birdman) enters the scene just as Tamino
awakens
The Queen of the
Night reappears, gives Tamino a quest to rescue her daughter from the evil
sorcerer, giving him the titular Magic Flute, which transmutes grief to joy,
and some magic bells for protection
Tamino and Papageno
set out to rescue said maiden
Pamina, the maiden
in question, failed in her most-recent attempt to escape and is rechained by
the slavemaster (who happens to be black)
Papageno bursts on
the scene and is so horrified by the slavemaster's blackness that he flees
(while the slavemaster is also revolted by Papageno's birdman appearance. Yay
18th century racial norms…)
The "evil
sorcerer" appears and, surprise surprise, is actually a good guy (since if
you have two magicians in the 18th c., the evil one is always female) who
allows Tamino and Pamina to get married (because love at first sight and, well,
it's an opera and that's what ingénues do in opera) if Tamino can pass some
manly trials of reason and love of nature and other Freemason-y things.
Act II (this act is
better than it looks, but it's less interesting for our purposes)
Tamino passes the
trials
The Queen of the
Night is pissed
Conflict is resolved
through magic
Everyone gets
married
Things to pull out
of this opera:
2 magic items: the
Zauberflöte and protective bells (all bells are magical for most of European
history, and it is a terrible shame that most people have forgotten this. I
need to talk about bells in a way that probably steals from Garth Nix's
Abhorsen series).
Creatures:
Giant serpent (meh)
Birdpeople (yes!)
that talk to birds and can look like people or like bird-people and have
difficulty finding other members of their species
Bigger things:
Unproblematic
Patriarchy (nope. I want to be done with that part of D&D's history. Thank
you very much)
Women
and night and magic and mystery
Men
and day and order and logic and reason and "nature"
Unproblematic Racism
(Ibid., Ibid. Just nope)
But
I will take conflict via cultural misunderstandings and lack of communication,
potentially leading to meaningless hostility and generation-spanning conflicts
between "men" and "monsters"
Family Drama (yes)
The
top-level conflict in the opera is between two divorced parents (the two
magicians) and their approach to parenting. That is super cool. We should think
more about what happens when two married archmages get into a pissing contest.
(Maybe that's where the Owlbear comes from…) This is simultaneously totally
banal and utterly fantastic, which is perfect for D&D.
Overall takeaways:
The
emergence of the Zauberflöte, just as Alexis is working on a metric to measurehappiness is perfectly timed. Once he gets to a conclusion, I will adapt it to
my world/rules and have a brand-new artifact.
I
need to spend a lot of time thinking about how bells are fundamentally magical
objects (and how that ripples through everything)
A
reminder that NPC motivations are often simple, personal things that can
explode into huge issues. We don't learn that the "evil sorcerer" and
the Queen of the Night were married and had a daughter (Pamina) until late in
Act I at the earliest - there is no reason for the PCs to know that the reason
they've been asked to burgle the townhouse is because that's where the cheating
spouse likes to go with their special friends. Or that the reason there are two
teahouses on the same block that conduct nightly raids of the other is that the
owner of a business, a retired adventurer, promised his vast wealth to
whichever kid could operate the best teahouse and then died before specifying
how the teahouse was to be judged, but left the clause in the will, and through
the generations the cause of the endless rivalry has vanished into memory but
the feud remains virulent as ever. It's a reminder that when things happen to
affect our players, they do not need to be only one level deep or exceedingly complex
- seemingly-"ordinary" relationship dynamics can spawn something vast
and sweeping, inviting the players to investigate and find out the small thing
that has generated the larger issue.
Sunday, January 1, 2017
Neglected Space
I want to open by
saying that I love Imogen Heap's music. Her more recent work is an excellent
fusion of avant-garde and pop sensibilities (which is a weird and compelling
combination). One of these tracks is called "Neglected Space" and
narrates the thoughts of a house as it is built, abandoned, and reinhabited.
The video accompanying the track features beautiful ink-painted graphics which
add to the poetic feeling of the piece.
The relevance to
D&D is this: imagine that every constructed space features an accompanying
spirit, an entity that receives all of the emotional energy expended upon the
building, remembering everything that has happened within it. These memories
shape the "personality" of the structure. As the spirit gains
definition (through the acquisition of memories), the relationship between the
spirit and the structure shifts - the structure becomes an extension of the
spirit. The architecture seeks to perpetuate the types of memories possessed by
the building - a place of evil will try to accommodate those who commit acts of
cruelty within it, while a home full of warmth and cheer will be unfriendly to
the bandits that massacred the family living there.
One of the
consequences of Alexis' and my expanded conception of the bard is that the
bard's singular ability, bardic music, makes absolutely no sense for any bard
that doesn't work with music. Why can a sculptor help people fight better
through the playing of music? It doesn't make a lot of sense. I'd like to have
each discipline allow the bard to interact with the world on a regular basis
through the lens of their medium.
The idea of a
building's spirit gives us the answer for architectural bards. Such a bard has
the ability to interface with, in some limited capacity, the spirit of a
structure. Through such communion, the bard can glean information about the
current and previous states of the building by listening to it.
More importantly,
the bard can project memories into the spirit of the structure, causing its
architecture to shift accordingly (since the building is an extension of the
spirit) - the bard can remove a lock, create a doorway, cause the flooring to
weaken in a strategic place, etc. These projections last a limited time, after
which the building might reject or act against the bard.
Thoughts? Obviously,
I am not presenting any rules here, only the impetus for them, but this feels
weird and cool and similar-but-different to what arcane spellcasters can do
(with things like stoneshape and the like).
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