Category Archives: Tabletop Gaming

Gurdjieff and Games, Part 5: Roleplaying Games, Alignment, and Villains

Alignment

There are a variety of game mechanics used in roleplaying games to represent the characters’ morals and attitudes. These are often called “alignment”. Dungeons & Dragons has the “Lawful-Chaotic” dimension and often the “Good-Evil” dimension of alignment. Storyteller games use some form of “Humanity-Monster” dimension. Palladium has its Principled, Scrupulous, Unprincipled, Anarchist, Miscreant, Aberrant, and Diabolic alignments.

Since the PCs usually take on the roles of individual heroes and adventurers, PC alignments tend to be away from the “evil”, “monstrous”, or “miscreant” and more towards the “good” and “human”. Though there are exceptions, by and large most PCs tend to be good or at worst neutral.

The game master, meanwhile, plays the balance of the characters in the world across the wide spectrum of alignments. It’s like one PC is Frodo, another is Sam, and the game master is Sauron, Gandalf, Gollum, Saruman, the orcs, the ents, the elves, and so on, good guys and bad guys alike.

In Gurdjieff’s writings, in terms of “alignment”, humans have subjective morality and objective morality. Subjective morality is acquired from external factors of upbringing, parents, teachers, siblings, and peers. Since it is acquired, it has a very local or tribal character. To give an extreme example, it would be immoral for a member of the Korowai tribe of Papua New Guinea to not engage in ritual cannibalism. Whereas a typical Westerner views cannibalism as immoral. Both are doing what they believe is “good”.

Objective morality is different. It is not acquired, and as such, is universal. 

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Gurdjieff and Games, Part 4: Roleplaying Games

The Keep on the Borderlands, Erol Otus, 1979

The Role of Roleplaying Games

Roleplaying games occupy a unique place in contemporary culture. They appear to be a relatively new invention that developed from the miniature wargaming hobby. War games are simulation-type games where each player controls a faction of military units, usually represented by miniature figurines. The player-controlled units are brought into conflict in a particular historical or non-historical setting, represented on the tabletop by a map. Typically in war games, one player acts as the referee, while the other players control the military units that enter into conflict with each other. Each player uses tactics and strategy in order to win. 

Gary Gygax and Dave Arneson, both experienced miniature war gamers, are considered the modern fathers of roleplaying games, the most well-known being Dungeons & Dragons, and it is from their innovations that the new hobby sprung.

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For the Bibliomaniacs: Protecting Book Dust Jackets

When I received my copies of Cha’alt and Cha’alt Fuchsia Malaise (by Venger Satanis), I was surprised by the high production values of the books, especially that they had dust jackets. I’ve never had gaming books with dust jackets before, so I decided to give them special treatment by protecting them.

I posted my first attempt at protecting dust jackets in mylar on Youtube.

My second attempt (below) went better.

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Crimson Escalation Kickstarter

A game-changer for D&D/OSR/d20 combat

I’m not a fan of meaninglessly prolonged combat in the games I run, and neither are my players. So I had been thinking about how to speed things up—and serendipitously, Venger Satanis was thinking about the same thing.

We’ve come up with something that’s dead simple for players and GMs to not only speed up combat but to also create a sense of mounting tension each round.

I’m excited to support Venger on this endeavor to spread the word about Crimson Escalation!

Check out the Kickstarter!

GPH Series: The Genie Palace Heists

Palace Map

Far, far from the low magic, investigative horror setting of “Beyond Thule“, six years ago, I game-mastered a short mid-to-high level, high magic fantasy campaign to put the then-new D&D 5e system (and my players) through the paces.

Set in the Broken Cosmology, a post-apocalyptic version of the Multiverse, the player characters are sent on missions to retrieve powerful artifacts to restore order to the cosmos.

These artifacts are held in four different genie palaces: the Alabaster Palace of the Dao, the Coral Palace of the Marid, the Marble Palace of the Djinni, and the Obsidian Palace of the Efreeti.

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The Order of Lead: Antithesis of Strixhaven

Another project I’ve been working on I’m calling The Order of Lead. So the concept in a nutshell is that society has become weak, soft, decadent, and corrupt because of its reliance on magic, and The Order of Lead aims to purge the world of this arcane blight. In other words, it is the antithesis of Strixhaven: Curriculum of Chaos.

How else are you going to go back to those halcyon days of low magic?

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Investigative Horror RPG Homebrew, Part 4: The Hollowing Curse

Standard diseases in most roleplaying games are often quickly detected and easily cured with low-level spells. Pathfinder Unchained disease rules as well as the Horror Adventures disease rules can be useful for making more dangerous diseases. The following is an example of a disease that is more challenging and is especially suitable for investigative horror roleplaying games.

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Gurdjieff and Games, Part 3: Where Games Can Go Wrong

To understand, according to Mr. Gurdjieff, where games can go wrong, besides the previously mentioned depriving of children of time to play games or depriving oneself of work-rest balance, one must understand where humans can go wrong (and have gone wrong).

The same problems experienced in life are the same problems experienced in games, only on a smaller scale. This difference in scale can be used to one’s advantage—one can use games to learn about oneself and others to understand the basic problems of humanity in a limited and relatively safe environment. Some of these problems are detailed here in brief.

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