Tuesday, September 20, 2022

Posts from an Ill-Fated Zine, Part 2

You can enjoy any campaign - even one set in an Age of Discovery like the Last Continent - without any fancy classes. The “core four” presented in OSE Classic Fantasy - Cleric, Fighter, Thief, Magic-User - cover the basic archetypes and allow for endless variations. In fact, many argue that every character boils down to either Fighter or Magic-User.

However, a referee can use unique character classes to convey certain truths about a setting. A Cleric class insinuates that either monster hunters or crusaders - religious zealots of some sort - are commonplace. If the Cleric instead gets branded as a Missionary, that probably means they rely less on violence and more on social skills. It also strongly suggests that they seek to convert people to their cause.

Most of the classes used in the Last Continent take familiar abilities and remix them to fit better in the flavor and tone of the setting. For instance, the class showcased here - the Minuteman - takes the abilities of OSE Classic Fantasy’s Halfling class and frames them as those of a hardy frontiersman. It really can be as simple as that. My players have been using this class for nine months and have yet to realize that it's a "re-skinned" Halfling.

Minutemen wearing +1 tricorns of scowling

The Minuteman class draws inspiration from stories of early American colonists who styled themselves as a reluctant militia defending their homes and livelihoods from British oppression. American poets later romanticized these legends in works such as Emerson’s “Concord Hymn” and Longfellow’s “Paul Revere’s Ride.”

Friday, September 2, 2022

Posts from an Ill-Fated Zine, Part 1

Months ago, I considered releasing a zine that mixed my insights from running a successful Old-School Essentials hex crawl with some of my own adventure sites and a dash of custom classes and monsters. I wound up running out of steam during the layout process, but I figured I could at least release some of the content that I had already created here.

So, over the next few weeks, I will share bits and pieces as blog posts. These posts will reference my campaign setting, the Last Continent - a fantasy realm inspired by the Age of Discovery.

When I first envisioned this setting, I started with the following thesis: "the campaign should revolve around discovery. The world, characters, monsters, magic, abilities … everything must feel fresh and fantastic for the players." I chose the setting - literally, an age of discovery - to reinforce that thesis.

Is that a new world? Nope, just more water.

But, the real history of humanity's Age of Discovery comes with a lot of baggage. How can we play a game in that setting without making light of the atrocious acts and behaviors that characterized that era? The following note from the opening pages of my failed zine tries to address that question.

A NOTE ON COLONIAL HISTORY

Colonialism has been a source of much human suffering throughout history. In particular, the period of European colonialism that began in earnest during the 16th century has repercussions that continue to affect us to this very day.

Unfortunately, tabletop role-playing games also deal with the specter of colonialism. Its influence stems back to the very roots of the game and permeates many settings and adventures. We should not ignore this.

Why even play in a colonial setting, then? Because the prospect of exploring a new world is ripe for adventure. It injects a much needed sense of wonder and discovery back into the game at every turn.

If you decide to use this material, have a conversation with your players. Decide what aspects of colonial history will be off limits. Let them know that they can reach out to you at any time if a topic makes them uncomfortable.

During play, do not glorify the myth of the burden of “civilized man” to tame the wilderness. Steer clear of the idea of the “noble savage.” Portray indigenous peoples as nuanced and complex. Show the real impacts of a cultural and ecological exchange between the old world and the new.

These ethical questions are fertile ground for good stories, but a lazy referee can also perpetuate negative colonial stereotypes. Avoid this. Be thoughtful and vigilant. Game on!