Monday 17 October 2022

ORCs, Evil or just Opposition?

You may remember this discussion from a while ago, and in an effort to not disrupt things I held back my thoughts, now that its all settled (agree to disagree) The underlying issue with the Orc question seems to be, can evil be normal, or is it something else?

How can Evil Exist?

If Evil is a thing, a force, it is surely destruction. the desire to destroy for no other reason. there can be justified reasons when the need for one thing is greater than the need for a second thing and the first cannot exist without the destruction of the second, yet is that evil?

Laziness, maybe.

If there is a plot of land. 10m x 10m in Soviet Russia known as a sotka. It can cope with a house, a garden enough to grow food for one person for a year, and nothing else. if you need some of that land for a driveway and a carport for your car, you will need to destroy the garden. but do you?

You can move some of the soil needed for the garden into raised beds, ones that use 'vertical space' so the garden 'space' is not destroyed, just moved. 

When You want to replace a very old house that has started to rot, you could take it apart plank by plank, discover all the reusable parts and store them for later use, maybe even in this new house, but the time cost to do that is greater than you can afford, so you employ a demolisher who rips down the house quickly, and throws away all the old wood. Destruction yes.. evil? hmm

If someone has not been trained to understand the cost of both sides, the benefit to store and keep the old wood, and the cost of time to take it apart, they have been trained only to demolish, this is not evil, its just a lack of choice. they know no other.

As a result, often, cultures that understand the choice, and come to other cultures that know no other choices, will likely expect them to learn of the choice, understand that destruction is evil, and creation is good. and so, choose creation.

Yet, if that culture, understanding that loss occurs with destruction, but instead of wanting to grow, wants all others to shrink, through destruction.. is that evil? well surely yes.

Orks are Evil.

This is my world is the evil of the Ork. They may wear armour they have scavenged from their enemies dead, as it afford them more time to destroy more of their enemy, and this is a good idea, but to take the time to create the armour? the cost for them is the time that could have been more destruction, would 10 years of creating armour create more destruction, no, because ultimately, the armour itself must also be destroyed, 

even the destruction of themselves, through scarring, tattoos, piercings is considered a good way to participate in destruction. Old age is not considered good, If the amount of food they consume equates to 100kg of destruction, yet a younger man with the same food produces 200kg of destruction, and there is only one serve of food. the younger will get it, they will use the energy to destroy and the net output of destruction is served. as such, elderly orcs will often sacrifice themselves to the horde. their knowledge will only lead to more creation, 


Humans have both capacities, can be trained in both capacities, and the path of creation leads to more creation, while the path to destruction always ends somewhere. the benefit of destruction is only to an evil god who wants more 'destruction', the 'food' they live on is destruction. So while some humans left with little choice, understanding, or training will resolve to destroy, as they know, no other way, or are too stubborn to change, the orc even when presented with the opportunity to learn it all, will only choose destruction. 

Some scholarly magi, imprisoned some Orks and only gave them the choice to create, with magic, all destroyed items healed and destruction was no a choice, the Orcs slowly grew into what seemed like 'normal' intelligent beings, yet the minute they left the confines of the magical box that always healed everything, and destruction became a choice once more, they reverted almost instantly, and within months were not just savage, but moreso, their knowledge on how to destroy more effectively lead to entire tribes of Orks wiping out civilisations, until such time the chieftains died, their knowledge gone with them, the squabbling tribes after fell into old ways and were soon, destroyed, but not before wiping out continents of humans. 

The Orks are not evil? well, I beg to differ. 

Playing as an Ork, expect your campaign to end violently

If a Player wants to play as an Ork. Sure, it'll be an interesting thought experiment, as long as they, at every choice, can destroy something. it'll be true to the Ork nature.

Arrive at a door, smash it down, enter a house, any furniture? smash it out of the way, fireplace? chuck everything in the fire so the place burns. people? kill them, why not? oh because my friends will block me? can I kill them? so I can kill the others? yes? ok, do it. no? oh, then I need to get more muscle, steal a deadlier weapon, then kill them, anyone who blocks an Ork from being able to destroy something needs to be so obviously stronger else the Ork will try to kill them. the only blocker is 'fear' that the other Ork wants to destroy it first, and by killing them, less destruction will happen.

An Ork player will need to always be 3rd in rank or lower, always seeking a way to survive long enough to eventually overthrow the leader, and make the choices.

A female Ork, giving birth to an Ork will know that their child will destroy more, will raise their little carnage beast with the expectation to destroy others. 

A Half Ork female will likely kill their offspring, as the capacity for any other race to destroy is less than an Ork, instinctively, so the child will not live. Only human females, having been forced, by an Ork that satiates its lust, and failed to kill the mother, will be born. Human females, unable to destroy that which they have themselves created, even if it is less than it should/could be, will raise the child as best they can. 

Players should determine how much 'destruction' they have in them based on their wisdom, charisma and Peity.

The Ork Gods won't like half Orks running around, and the more Pious the half breed is, the god will get their 'claws' into them. The GM can just 'influence' all Ork related encounters to be a little harder, deadlier or more often when a Half Ork becomes Pious.

Playing as an ORC on the other hand...

Remember that DD12 allows for races of other worlds to bleed through, so Orcs (note the spelling) might come through from another dimension. As I am to understand, these Orcs might have some form of hair growing from their skulls, they might communicate rather than decimate. They might not even BE Evil?! 

Players be warned

A non-evil Orc is not easy to play, while your in game friends may not communicate outright hatred or distrust, the GM should always be feeding your lines about how people will glance in your direction nervously, your comrades should accidentally make racist remarks, or concepts the might hurt your feelings are actually meant to, Orks are not Orcs.

But, this is ROLEPLAY, you're meant to be dealing with other worldly situations that put you in discomfort, so you as a player can expand your mind and abilities in the real world.

Have at it. Smash, Bash, Crunch and Grind, an Ork Life is full of FUN!   

Thursday 13 October 2022

PAX AUS 2022 - Cataclyzm

 This year I went to PAX, I was invited to run my game (as an Indie Australian Designer) and so I went.

Running Cataclyzm, for Strangers

This is a mini document on how, after running 5 sessions, I felt that running Catacylzm works best.

First, Lets discuss how I went into this, I had an idea of an approximate session length, PAX Aus was 2 hours, so I planned for 3 phases. The first being an Introductionary sequence, such as a mini combat, because almost all RPGs have some kind of combat system. Second I wanted to show off one of the three other variants of the game, Social conflict, Trade or the Powers that be. Lastly, I wanted a final showdown, the players now using their gained knowledge to take on something bigger, maybe something too big, so I could show off the 'size' rules.

This didn't go according to plan, of course.

PAX 2 hours, is more like 90 minutes. Players don't always turn up on time, so you kinda need to give players 10 minutes to get to your table. so you end up explaining the game 2-3 times as each player(s) arrived. holding off, means your existing players are bored. 

To combat this, the first players get their character templates first, and based on what they choose, I start to explain the world from THEIR perspective. 

Templates? 

Yes, at a Convention, you do not have the time to go through swathes of choices, even if a player knows exactly what they want, there are choices on HOW they want it. 

Sorry players, not happening. 

So instead I have pre-written characters that has the generic sets of skills & stats based on what they are likely to be doing.

For Catacylzm, I had Warrior, Ranger (with knives), Scout (with sling) and Shaman (with Herbs.. more on this later)

The rest might likely have spoiled the game. The Shaman was a mix of Mage, Priest, Academic and Trader, which took care of those roles where needed. The Scout was both Rogue, Trader and Ranger, while the Ranger was actually less about Range, and tad more about combat, while the Warrior was a Barbarian. just hit things.

So there wasn't really a need for Healer, Smith, Noble or the dedicated Priest, Monk, Mage or Academic, and Trader was only a subset for this world.. (for the moment)

I had intended to make up laminated level up cards, and let players start with one of them, I wish I had in the end, It would have saved a chunk of time, less need for specific character sheets, oh, white board markers would have been better too.. I have them somewhere..

So also, Games kinda needed to end 5-10 minutes early so players could get to their next event. Some players actually left after an hour, we had to 'poetically' write them out of the quest.

So, As often as not, I'd explain Cataclyzm from the lifestyle chosen, then a new player would arrive, I'd explain it further from their point of view, and so on, until I had a player count max, or it was 10 minutes in and we should start. 

Once the players were settled, I'd explain the flood, the situation and how, as young teenagers they were sneaking off, as a group, properly for the first time. (Their Parents knew what was going on, but sadly, they also knew this world was harsh, food was scarce, either they'd return with food, or not return and less mouths to feed)

being a Con, I didn't want to go down all the political choices of Cannibalism, or Cremation, 

The Players would choose a direction, as each session changed the 'known' map, each subsequent group had more information to choose a different direction. 

I rolled dice against the chart of things, modified by the distance from the village, and IF it was travelled before, and got some interesting things.

There were some small creatures to fight, or remains of other adventurers, or a crazy trader who was dangerous, til eventually the players crossed..

The Threshold

At a distance, beyond the collective dreams of the village, nightmares latch onto the thoughts of travelers. I asked my players questions.

If you were to think of a creature, what part would make it more :

Fearsome, Scary, Comical, Dangerous

What defines its:

Strengths, Weaknesses, strangeness.

The Players would give answers, I'd write them down, and formulate a creature from this.

Our Creature for these 5 session? The Jabber-wocky-cat? kinda?

Between the descriptions of Teeth, Spines, Claws, Spittle, were also, Hairless cat, Blue purple Fur Shoulders, Two Heads, Laser Beam eyes, extreme Long Leg bones, impervious to steel, but vulnerable to fire, it was a calm creature, yet vicious when damaged. 

Reminder, the first group described only 4 of these traits, the next, added 2 more, and then a further 2, then the last two groups, added 7 each (larger groups on Sunday)

The reason to do it this was, is to have survivors, return to the Village and 'describe' what they saw, how it fought, and while the later traits might be as obvious, they were not noticed 'at the time'

If players defeat the creature, they skin it there on the field, bring back key items, the creature was too large to bring it all home, so they choose a 'part' each.

Had we more time, I would have focused the last 15 minutes on improving the village each time, crafting something from the returned materials, improving the game for the next group.

Surprisingly to me, we had no TPKs, the groups managed to figure out enough of what was going on, fast enough to take down the creature. We had some losses, an arm here, some legs there,

The Last group went way of track, and I had to reinvent everything over for them, so we ended up in a limestone spillway, with glow in the dark fish, a huge barracuda and some dimension warp bats. 

What next..

I'll likely draw up the map for that Village, add it to my documents, their region being a plain of stone for the Jabber-cat, and some caves of timewarp bats. It'll create a new 'encounter' list, for some future session. 

What I'd like to do next, is somehow make it a live document, and allow those players to return, make some choices, guide the village further, then at a future con, we come back for an Ultimate showdown. 

Lets wait and see