Friday, December 18, 2020

In Memory of My Father

In early November, my father caught the novel coronavirus. This week, he died of COVID 19.

My father probably caught coronavirus while volunteering at a food pantry. The volunteers all wore masks, but not all the patrons did. The pantry offered curbside pick-up. And so my father probably loaded a delivery of food into a car whose interior was filled clouds and lungfuls of airborne virus.

My father's death could have been prevented.
 
A stronger safety net would have prevented so many people from needing to visit food pantries to avoid hunger. Instead, Republicans in the House and Senate refused any of the measures that might have given people more money to buy food or pay rent with.

A more responsible national leadership could have ensured that our country's leaders spoke with one voice, to accurately describe the danger of the pandemic and advocate mask-wearing as a nonpartisan safety precaution. Instead, Republican leaders at every level of government first abdicated their responsibility to ensure an adequate supply of protective equipment, then falsely minimized the danger of infection, and finally discouraged mask-wearing as disloyalty.

My upbringing still makes me feel rude to criticize a specific political party, rather than blaming "the government" or "both sides" - but that blame for our national failure in this pandemic falls almost entirely on the Republican Party. It might be rude, but it's also accurate, and necessary.

My father died with his children hundreds of miles away, unable to travel to see him, with nowhere to stay if we came, and no way into the hospital except by phone. My father died on a day that set a new record for coronavirus deaths, a record that will almost certainly be broken next week or the week after.

During the upcoming holidays, do what you can to protect yourselves and to protect the safety of others. Remember that your choices are not between total isolation and unsafe intimate contact. You can meet online. You can meet in-person at a distance, or wearing masks, or outside - and taking at least two precautions is better than taking one or none. You can avoid large groups and crowds.
 
Remember that your choices will affect not only yourself. They will affect everyone you meet. Not just your family, your friends, your immediate coworkers. But also anonymous service workers, who you meet in encounters so brief you might wishfully think that nothing bad could possibly happen, whose jobs mean they can't say no to you, even though their masks might not protect them unless you wear yours too.
 
My dad was kind of a nerd. He loved Star Trek and Star Wars, pulp action stories like Doc Savage and alt-history military fiction like Harry Turtledove. But the right way for me to honor my father right now isn't to remember the things he loved, it's to remember not to endanger anyone else's life the way somebody endangered his.

I will be back next year.

Sunday, November 29, 2020

Delicious Miscellany - Milk Cocktails, Elusive Salep, Dusty Spirits, Vintage Perfume, Mad Honey, Antique Opium

  
 
The Key to Crystal-Clear Cocktails? Milk
Camper English
Cook's Illustrated 
 
"After a 150-year absence, milk punch is back. The base recipe for milk punch includes citrus juice or another acidic ingredient. Hot milk is added to the mixed cocktail, curdling the milk, and then the punch is strained to remove the curds. The process removes most of the color and cloudiness from the drink, clarifying it, and it preserves the cocktail from spoilage for months or even years if kept cool. 

The concept of clarifying cocktails with milk might seem a bit odd today, but in the milk punch heyday - the 1700s through the mid-180ss - spirits would have been far rougher around the edges, and in addition to clarifying and preserving the drink, the process also softened the harsh flavor of the booze. The resulting drink is unctuous and silky, clear and only subtly milky, with softer, mellow flavors."

 
 
Amelia Nierenberg
New York Times
 
"In Turkey, winter is the season of salep. Peddlers pushing carts sell the hot, milky drink traditionally made from ground orchid tubers. Students warm their cold fingers around flimsy paper cups filled with steaming salep. Businessmen sip it with one hand and check their email with the other.

But in the United States, the Turkish drink is almost impossible to find or make. Decades of strain from habitat loss, climate change and over-harvesting have taken their toll on orchids, a main ingredient. Export is difficult, as orchids are included in an appendix to an international agreement meant to protect different species from trade.

Still, homesick Turks dream of real salep, which is something like a cross between hot chocolate and rice pudding. The drink is a beloved street food. Many learn to make it only after they immigrate."
 
 
  
Aaron Goldfarb
Punch
 
"As late as the early 2010s, savvy collectors were able to pull amazing finds by simply going 'dusty hunting.' By now, paeans have been written to those who’ve best pulled off the task, like the so-called 'Bourbon Turtle,' who absolutely cleared northeastern liquor stores of bottles that had been gathering dust since the day they were stocked.

But you’re no longer going to find any Stitzel-Weller Old Fitzgerald by heading to some convenience mart on the other side of the tracks; nor does one have decades to build a collection if demanding restaurateurs want their whiskey bar stocked with the old stuff ASAP. Thus, a new breed of vintage spirits buyer, has emerged - one that’s forced to be more resourceful."
 
 
 
Barbara Herman
Jezebel 
 
"Trying to be discreet in the middle of an open office, I'd pop open a vial of perfume and dab it on my wrist. In a ritual that has become as common as having a meal or reading a book, I'd lift my wrist to my nose, close my eyes, and sniff, like a deranged junky getting her fix. In that work environment, it would have been appropriate for me to wear perfume in a style that has been popular since the 1990s: the office scent. It is institutional and conformist. 
 
As I became bored with office life, my rebellion took an invisible turn. I didn't want to blend in. My perfume tastes began to wander over to the wrong side of the tracks, looking for the rude, the louche, and the difficult. I wanted an anti-office scent. I found myself drawn to vintage perfumes that took me to distant lands and told me stories about fur-clad, misbehaving women who smoked; erotic perfumes that smelled like unwashed bodies; and perfumes that deliberately overturned trite and outdated gender conventions in perfume. 

Take Bandit. Its composer - former model, reputed lesbian, and legendary iconoclast of scent - was the rare female perfumer, celebrated for her daring overdoses of extreme perfume notes. Her masterpiece Bandit, a bitter green leather perfume for women, was said to have been inspired by the scent of female models changing their undergarments backstage during fashions shows."
 
 
 
Emma Bryce
Modern Farmer
 
"The dark, reddish, 'mad honey,' known as deli bal in Turkey, contains an ingredient from rhododendron nectar called grayanotoxin - a natural neurotoxin that brings on light-headedness and hallucinations. In the 1700s, the Black Sea region traded this potent produce with Europe, where the honey was infused with drinks to give boozers a greater high than alcohol could deliver. 

Rhododendron flowers occur all over the world, and yet mad honey is most common in the region fringing the Black Sea. In Turkey, not only do the poisonous rhododendrons abound, but the humid, mountainous slopes around the Black Sea provide the perfect habitat for these flowers to grow in monocrop-like swaths. When bees make honey in these fields, no other nectars get mixed in - and the result is deli bal, potent and pure.

The honey is taken in small amounts, sometimes boiled in milk, and consumed typically just before breakfast. And yet, finding it still amounts to something of a treasure hunt. The honey’s potency seems to have turned it into a treat reserved for those in the know. The responsible shop keepers know they shouldn’t be selling it to strangers. They are a bit wary of marketing it."
 
 
 
 
"You really have to work hard to get hooked on smoking opium. The Victorian-era form of the drug is rare, and the people who know how to use it aren’t exactly forthcoming. But leave it to an obsessive antiques collector to figure out how to get to addicted to a 19th-century drug.

He started out collecting innocuous things; at first, it was seashells and stones, then it was currency and Asian antiques like textiles. Eventually he also discovered the beauty of antique opium pipes, bowls, and lamps, as well as opium trays and the hundreds of little implements that went with the ritual. Because opium smoking had been so thoroughly eradicated around the globe in the early 20th century, very little had been written about these objects. After years of intense research, he produced the first opium-smoking antiques guide.

Research wasn’t limited to mining Victorian medical books or hunting down authentic pieces on eBay. As he came across various pipes and tools, he sought out the last of the Laotian opium dens to learn how these accoutrements were used and, yes, to try them himself. Before long, he and a friend had created their own private opium den in rural Southeast Asia, but when another smoking buddy died, possibly from withdrawal symptoms, he had to quit before it was too late for him, too. His latest book details how his obsessive collectors’ bug led to his opium addiction."
 

Monday, November 23, 2020

Maps & Cities - Gossamer, Hembeck, Spooky City, GLOG Cities, Bastionlands

I like seeing what sorts of interesting world-building other bloggers get up to. I also like a good map. (For that matter, I'm fairly fond of bad maps!) Recently I've noticed people trying their hands at city-building. A couple have set out to create entire cities in some detail, others have more like introductions or first glances. Some are working alone on a project of their own devising, others are communally riffing on a set of shared ideas.
 
 
The Wilting Quarter by Jonathan Newell
 
Bearded Devil, already the creator of the cities of Hex and Jacksburg, recently started in on a new city mapping project, creating a spooky, gloomy fairy city, named Gossamer. The city of Gossamer is laid out on a streetmap like a stylized spider's web. It's possible that the other three quarters of the city will have different moods, but the Wilting Quarter in the northwest is definitely autumnal and dark, full of bugs and mushrooms. The really nice thing about this series of posts is that Jonathan walks us through his artistic process, and we get to watch the districts accumulate to form the quarter, like watching the highlights from a few episodes of The Secret City

 
Hembeck by Ruprecht

 
Grindstone Games very recently put out another complete city, this one called Hembeck. Hembeck reminds me of a Roman city after the fall of the Western Empire. The city is filled with temples, towers, and other order-keeping institutions. One neat touch is the use of well-chosen alphabetized names for the neighborhoods, which makes for clear keying, but doesn't feel gimmicky.

 
Johannesburg Administrative Subdistrict 7 by Mad Cartographer 
 
Several GLOG-bloggers responded to a challenge that Oblidisideryptch put out on the OSR Discord, and put together introductions to their own cities. The breadth of information that different writers have put forward in response to the same prompt surprised me. We get neighborhoods, landmarks, encounters, goods for sale.

 
 
one possible Spooky City by Evlyn Moreau

 
Anxiety Wizard developed a more systematic way to build a fantasy city, and wrote up the process along with an example, the Spooky City. The procedure involves writing a number of important "truths" about the city and its inhabitants, that are constants; then writing 12 landmarks, 30 districts, and 100 random encounters. Then the city itself can be procedurally generated by placing a few landmarks and drawing a crossroads coming off of each. These intersecting lines form the boundaries of the districts. 

So you have sort of an eternal truth of the city, as well as particular instances of the city that different play groups might find. Anxiety Wizard wrote the lists for Spooky City with help from several collaborators, including Evlyn Moreau of Le Chaudron Chromatic. Evlyn in turn rolled up her own procedurally generated Spooky City, and then wrote up a couple others cities following the same instructions. My favorite is the Slumber City, and especially the detail that paprika spice is a dream drug imported from Slumberland.



Buttermilk Borough by Simon Forster
 
Addermouth District by Joshua LH Burnett

Misty Tracts by Kyle Maxwell

Inspired by this year's release of Electric Bastionland, and following the advice Chris McDowell laid out for creating new neighborhoods, several people have made their own little sections of Bastion. Bone Box Chant proposes an alternative, watery, dieselpunk city called Phosphene, but the others stick to neighborhoods, filled with a whole variety of interesting sites and complications.
 
 
 
one possible Vornoi City Diagram generated by KTrey Parker

As a kind of bonus, Mazirian's Garden has a procedure for generating explorable cities. This involves creating neighborhoods, then filling them with both obvious landmarks and hidden points of interest. He also wrote some rules for exploring such a city, including both getting lost and gradually learning your way around.

d4 Caltrops also has some advice for drawing interesting city maps. His idea involves a mathematical concept called Vornoi tiles, but fortunately, he also has links to some free online tools you can use to make your own map fairly easily. 

Wednesday, November 18, 2020

Necro-Cavaliers of the Astral Galaxy

  
Gideon the Ninth by Tamsyn Muir, obviously one of Jack's inspirations
  
I recently had the opportunity to playtest a new ruleset written by Jack from Tales of the Grotesque and Dungeonesque.

The game is called Necro-Cavaliers of the Astral Galaxy. You can get it free or PWYW from Jack's new itcho.io storefront.

In this game, you portray a highly-cultured and morally-depraved aristocrat, trained in the martial sciences and arcane arts, in the service of the God Empress of the Astral Galaxy. The grandeur of the God Empresses various houses and courts reminds me, for some reason, of the Catholic Church, or probably more accurately of the 2018 Met Gala of "Catholic" fashion, with cathedrals made of bone, and endless orders of nuns and priestesses all dressed in flowing silk. 

I think Jack was inspired by Gideon the Ninth and Harrow the Ninth, both by Tamsyn Mur. My own touchpoint for my character was Jack Vance's The Last Castle, which is also about bored, decadent aristocrats who are incomparably talented, but also lazy, incurious, condescending, and immoral. I played a member of House Satomi, who are the God Empresses archivists and librarians.

You can read Jack's first summary of my playtest here, and his second summary here. I rescued my missing sister and was terribly snobby toward the police on a farming planet. Playing a character who is rich enough to buy almost anything she wants, and talented enough to accomplish almost any task successfully is a real switch from most versions of D&D, where something like the opposite assumptions hold true. Probably the biggest challenge was using my character's occasional "insights" to my best advantage. The mystery my character helped solve was apparently inspired by the film Devil's Gate, which sounds like it really wastes the efforts of its impressive cast.
  
Harrow the Ninth by Tamsyn Muir, also obviously another of Jack's influences
  

Thursday, November 12, 2020

Vignette Book Reviews - Cities, Dreams, Afterlives, Odysseys

Current events have really depleted my attention span and my ability to focus. One solution, for me, has been to read books, not just of short stories, but of SHORT shorts, essentially vignettes.
 
I actually started out trying to read Felix Feneon's Novels in Three Lines, thinking those might be about the right length, but almost all the news-in-brief items that Feneon wrote that became part of this collection are murders or suicides, and there are an awful lot of them. The book might easily have been called Obituaries in Three Lines instead. It was just too much death for me to read this year.
 
 
Zenobia by Enrique Palacios
 
Zenobia by David Fleck
   
The first vignette collection I actually finished reading recently - well, re-reading, if we're being honest - was Italo Calvino's Invisible Cities. I had in mind that I might try writing up mini-dungeons, or neighborhood adventuring sites, or something, based on Calvino's descriptions. The thing that I'd forgotten is that while every vignette is about what cities are like, only a few of them are about what cities look like. My favorite of those is Armilla from "Thin Cities 3", which is like a skeleton made up of nothing but plumbing and pipes with no buildings around them. The rest of the stories are more about what cities feel like, how we think of them and remember them. 

One recurrent theme is the way that we experience only a small part of any city, so that the versions that live on in our heads are much simpler, and involve more repetition of elements, than actual cities really do. Another is the emotion - often disappointment or disbelief - that accompanies the dissonance between the real city and the cities inside our heads.

Calvino's cities are organized by theme, and the themes are then braided so that you alternate between different themes as you read through. It's a skillful structure, and it reminds me of Calvino's Mr Palomar, which is similarly regimented. I don't know that there's exactly a trend toward modernity, but in the last section especially, the cities go from being timeless to being explicitly contemporary, somewhat belying the premise of Calvino transcribing stories that were told verbally in the 13th century.

The braided stories are divided into sections, and between them are interludes of Marco Polo and Kublai Kahn talking about cities. Some of these are obvious, functional framing devices, some are about the difficulty of communicating, and some are like Calvino's own meta-commentary about possible ways for us to interpret the stories, bit like Borges does in "The Immortal" and some of his other stories. He does something similar between the chapters of If on a Winter's Night a Traveler. I'm not sure if the interludes get worse as the book goes on, or if I just get more tired of them. I do have an intuition that if Calvino didn't include the interludes and explicitly instruct the reader to look for possible and contradictory interpretations of the vignettes, the book as a whole wouldn't have been quite so well received by critics.

Although it's not my favorite vignette in the book, for a variety of reasons, the story of Melania felt like the only one I could choose for this moment.

Cities and the Dead 1 -

"At Melania, every time you enter the square, you find yourself caught in a dialogue: the braggart soldier and the parasite coming from a door meet the young wastrel and the prostitute; or else the miserly father from his threshold utters his final warnings to the amorous daughter and is interrupted by the foolish servant who is taking note to the process. You return to Melania after years and you find the same dialogue still going on; in the meanwhile the parasite has died, and so have the procuress and the miserly father; but the braggart soldier, the amorous daughter, the foolish servant have taken their places, being replaced in their turn by the hypocrite, the confidante, the astrologer.

Melania's population renews itself: the participants in the dialogues die one by one and meanwhile those who will take their places are born, some in one role, some in another. When one changes roles or abandons the square forever or makes his first entrance into it, there is a series of changes, until all the roles have been reassigned; but but meanwhile the angry old man goes on replying to the witty maidservant, the usurer never ceases following the disinherited youth, the nurse consoles the stepdaughter, even if none of them keeps the same eyes and voice he had in the previous scene.

At times it may happen that a sole person will simultaneously take on two or more roles - tyrant, benefactor, messenger - or one role may be doubled, multiplied, assigned to a hundred, a thousand inhabitants of Melania: three thousand for the hypocrite, thirty thousand for the sponger, a hundred thousand king's sons fallen in low estate and awaiting recognition.

As time passes the roles, too, are no longer exactly the same as before; certainly the action they carry forward through intrigues and surprises leads toward some final denouement, which it continues to approach even when the plot seems to thicken more and more and the obstacles increase. If you look into the squares in successive moments, you hear from act to act the dialogue changes, even if the lives of Melania's inhabitants are too short for them to realize it."

- from Invisible Cities by Italo Calvino, translated by William Weaver
 
 
Valdarda by Enrique Palacios
 
Einstein's Dreams was one of the first collections of vignettes I ever read, and only later did I realized that Alan Lightman was emulating Calvino's premise and technique. These stories are supposedly dreams that Albert Einstein had while he was working on his theory of relativity. They resemble some of the thought experiments Einstein explicitly posed to both develop his theory and understand its implications. The "dreams" are like more fanciful, more poetic versions of those gedankenexperiment, and they seem largely truthful to what we know about relativity.

The stories I remembered best before rereading were the ones where some facet of time-dilation becomes a central feature of social inequality. Time passes more slowly the further you go from the center of the Earth, so everyone lives as high up the hills and mountains as they can, and the wealthy build their houses on enormous stilts. Time passes more slowly inside a fast moving vehicle, so every house is on wheels, cities are just fleets of racing buildings, and the wealthy drive the fastest houses of all. 

Other stories are more about the span of life, or about the subjective experience of time, especially during moments of great importance - some of these imagine that objective time works the way subjective time feels, others that subjective time feels the way objective time works. Some stories work by taking some feature of relativity and magnifying it so that it works at the scale of human life, rather than only being noticeable on the scale of planets and stars and the speed of light. Instead, it all matters at human size and human speed. Someone could probably write a successful collection of vignettes that do the same thing with quantum mechanics. All the stories are set in Bern, Switzerland, so we see the same city transformed over and over by different facets of time.

Aside from the structure of the collection, with dreams instead of cities, Lightman also references Calvino by occasionally interspersing a daytime meeting between Einstein and his friend Besso. These interludes seem largely historically accurate, and seem to be mostly an excuse to include biographical details that help contextualize what Einstein's life looked like before he was famous. None of these interludes annoyed me the was a few of Calvino's did, but they're also arguably less important to the meaning of the book.

15 May 1905 - 

"Imagine a world in which there is no time. Only images.

A child at the seashore, spellbound by her first glimpse at the ocean. A woman standing on a balcony at dawn, her hair down, her loose sleeping silks, her bare feet, her lips. The curved arch of the arcade near the Zahringer Fountain on Kramgasse, sandstone and iron. A man sitting in the quite of his study, holding the photograph of a woman, a pained look on his face. An osprey framed in the sky, its wings outstretched, the sun rays piercing between feathers. A young boy sitting in an empty auditorium, his heart racing as if he were on stage. Footprints in snow on a winter island. A boat on the water at night, its lights dim in the distance, like a small red star in the black sky. A locked cabinet of pills. A leaf on the ground in autumn, red and gold and brown, delicate. A woman crouching in the bushes, waiting by the house of her estranged husband, whom she must talk to. A soft rain on a spring day, on a walk that is the last walk a young man will take in the place he loves. Dust on a windowsill. A stall of peppers on Marketgasse, the yellow and green and red. Matterhorn, the great jagged peak of white pushing into the solid blue sky, the green valley and the log cabins. The eye of a needle. Dew on leaves, crystal, opalescent. A mother in bed, weeping, the smell of basil in the air. A child on a bicycle in the Kleine Schanze, smiling the smile of a lifetime. A tower of prayer, tall and octagonal, open balcony, solemn, surrounded by arms. Steam rising from a lake in early morning. An open drawer. Two friends at a cafe, the lamplight illuminating one friend's face, the other in shadow. A cat watching a bug on the window. A young woman on a bench, reading a letter, tears of joy in her green eyes. A great field, lined with cedar and spruce. Sunlight, in long angles through the window in late afternoon. A massive tree fallen, roots sprawling in the air, bark, limbs still green. The white of a sailboat, with the wind behind it, sails billowed like wings of a giant white bird. A father and son alone at a restaurant, the father sand and staring down at the tablecloth. An oval window, looking out on fields of hay, a wooden cart, cows, green and purple in the afternoon light. A broken bottle on the floor, brown liquid in the crevices, a woman with red eyes. An old man in the kitchen, cooking breakfast for his grandson., the boy gazing out the window at a white painted bench. A worn book lying on a table beside a dim lamp. The white on water as a wave breaks, blown by wind. A woman lying on her couch with wet hair, holding the hand of a man she will never see again. A train with red cars, on a great stone bridge with graceful arches, a river underneath, tiny dots that are houses in the distance. Dust motes floating in sunlight through a window. The thin skin in the middle of a neck, thin enough to see the pulse of blood underneath. A man and woman naked, wrapped around each other. The blue shadows of trees in a full moon. The top of a mountain with a strong steady wind, the valley falling away on all sides, sandwiches of beef and cheese. A child wincing from his father's slap, the father's lips twisted in anger, the child not understanding. A strange face in the mirror, gray at the temples. A young man holding a telephone, startled at what he is hearing. A family photograph, the parents young and relaxed, the children in ties and dresses and smiling. A tiny light, far through a thicket of trees. The red at sunset. An eggshell, white, fragile, unbroken. A blue hat washed up on shore. Roses cut and adrift on the river beneath the bridge, with a chateau rising. Red hair of a lover, wild, mischievous, promising. The purple petals of an iris, held by a young woman. A room of four walls, two windows, two beds, a table, a lamp, two people with red faces, tears. The first kiss. Planets caught in space, oceans, silence. A bead of water on the window. A coiled rope. A yellow brush."

- from Einstein's Dreams by Alan Lightman


Sofronia by Enrique Palacios
 
Sophronia by David Fleck
   
The first time I read the vignettes of possible gods and possible afterlives in David Eagleman's Sum, it reminded me of a series of thought experiments I read in my college philosophy class (either Plato's Phaedo or one of David Hume's essays on Natural Religion) - what if god is an automated universe-building robot left behind on autopilot by an earlier inventor god? what if god is a vegetable and only cares about the existence of plantlife? what if our god is the youngest, weakest, most foolish member of a vast pantheon, and all the others created superior universes? etcetera ...

Some of Eagleman's vignettes imagine different versions of god, others imagine different versions of the afterlife, still others are really about different images of what the universe is and how it was made. Quite a few deal with the purpose of existence, which consistently seems to be something like achieving a lasting romantic love. There are recurrent themes of fallible gods being frustrated by their inability to fully understand or control the universe, and of human souls being disappointed with the afterlife. A few visions of reincarnation involve people alternating between modes of existence, each of which is intended to compensate for the flaws of the other.

The title story, "Sum", reminds me so much of Stanislaw Lem's "One Human Minute" that I wonder if Eagleman was inspired by it. The afterlife in "Metamorphosis", where people wait in a sort of heavenly antechamber until they are finally forgotten by everyone still living, strikes me as very similar to the starting premise of Kevin Brockmeier's A Brief History of the Dead. There are a number of stories with alien creators, like Deep Thought in Douglas Adam's Hitchiker's Guide trilogy, who built both the Earth and human beings as a type of living computers.

The best stories here help you to think about life in a different way, or the many varieties of loss, or the many ways that adulthood involves becoming disillusioned with something that seemed simpler and purer when you were a child. The worst stories are typically too simple, too pat, too self-satisfied, invoking romantic love as some sort of compensation or cure-all for all of life's disappointments.

I found myself unable to pick between these two stories, both of which, I think, speak to the current moment. 

Microbe -

"There is no afterlife for us. Our bodies decompose upon death, and then the teeming floods of microbes living inside us move on to better places. This may lead you to assume that God doesn't exist - but you'd be wrong. It's simply that He doesn't know we exist. He is unaware of us because we're at the wrong spatial scale. God is the size of a bacterium. He is not something outside and above us, but on the surface and in the cells of us.

God created life in His own image; His congregations are the microbes. The chronic warfare over host territory, the politics of symbiosis and infection, the ascendancy of strains: this is the chessboard of God, where good clashes with evil on the battleground of surface proteins and immunity and resistance.

Our presence in this picture is something of an anomaly. Since we - the backgrounds upon which they live - don't harm the life patterns of the microbes, we are unnoticed. We are neither selected out by evolution nor captured in the microdeific radar. God and His microbial constituents are unaware of the rich social life we have developed, of our cities, circuses, and wars - they are as unaware of our level of interaction as we are of theirs. Even while we genuflect and pray, it is only the microbes who are in the running for eternal punishment or reward. Our death is unnoteworthy and unobserved by the microbes, who merely redistribute onto different food sources. So although we supposed ourselves to be the apex of evolution, we are merely the nutritional substrate.

But don't despair. We have great power to change the course of their world. Imagine that you choose to eat at a particular restaurant, where you unwittingly pass a microbe from your fingers to the saltshaker to the next person sitting at the table, who happens to board an international flight and transport the microbe to Tunisia. To the microbes, who have lost a family member, these are the mystifying and often cruel ways in which the universe works. They look to God for answers. God attributes these events to statistical fluctuations over which He has no control and no understanding."

 
Ineffable - 

"When soldiers part ways at war's end, the breakup of the platoon triggers the same emotion as the death of a person - it is the final bloodless death of the war. This same mood haunts actors on the drop of the final curtain: after months of working together, something greater than themselves just died. After a store closes its doors on its final evening, or a congress wraps its final session, the participants amble away, feeling that they were part of something larger than themselves, something they intuit had a life even though they can't quite put a finger on it.

In this way, death is not only for humans but for everything that existed.

And it turns out that anything which enjoys life enjoys an afterlife. Platoons and plays and stores and congresses do not end - they simply move on to a different dimension. They are things that were created and existed for a time, and therefore by the cosmic rules they continue to exist in a different realm.

Although it is difficult for us to imagine how these beings interact, they enjoy a delicious afterlife together, exchanging stories of their adventures. They laugh about good times and often, just like humans, lament the brevity of life. The people who constituted them are not included in their stories. In truth, they have as little understanding of you as you have of them; they generally have no idea you existed.

It may seem mysterious to you that these organizations can live on without the people who composed them. But the underlying principle is simple: the afterlife is made of spirits. After all, you do not bring your kidney and liver and heart to the afterlife with you - instead, you gain independence from the pieced that make you up.

A consequence of this cosmic scheme may surprise you: when you die, you are grieved by all the atoms of which you were composed. They hung together for years, whether in sheets of skin or communities of spleen. With your death they do not die. Instead, they part ways, moving off in their separate directions, mourning the loss of a special time they shared together, haunted by the feeling that they were once playing parts in something larger than themselves, something that had its own life, something they can hardly put a finger on."

- from Sum by David Eagleman
 
 
Diomira by David Fleck
 
The last book of short-shorts I finished recently was The Lost Books of the Odyssey by Zachary Mason. These actually aren't all vignettes, and have the most variation in length. Both the shortest and longest stories across these four books are here. 

Some are retellings of parts of the Odyssey from different viewpoints - like in "Death and the King" where 'Paris' is the personification of Death and 'Ilium' is the City of the Dead, or in "The Iliad of Odysseus" where Odysseus deserts the war just before its conclusion and spends the years before returning to Ithaca disguised as a traveling storyteller, who invents the story that we know as the Odyssey to mythologize himself. Others are just interesting stories that involve the familiar characters - the best of these are like Greek myth themed episodes of The Twilight Zone.

Moreso than Calvino, I think Mason is particularly channeling Borges here. The book itself claims to be a series of translations of fragments of apocryphal versions of Homer's Odyssey found in an Egyptian rubbish heap, which is the sort false attribution that introduced so many of Borges' stories. "The Guest Friend" and "Agamemnon and the Word" in particular also feel like they're about Borges' preoccupation with ideas becoming reality, and with attempts to create a perfect language, respectively.

If Eagleman's weakest stories are too trite, Mason's are too obscure. I think this is especially true in the stories where he leans into the "fragment of a longer document" premise, but there are a handful of vignettes here where I don't really understand what effect Mason was hoping to achieve, and don't think I was moved in the way he might have hoped. 

Like Calvino, Mason includes a few stories near the end of his collection with anachronisms that subvert the supposed provenance of the writings, and in both cases I found the effect, used in small doses, to be humorous and enjoyable. Many of the latter stories are especially short, and many contain a fragment of a story within a fragment of a story. This story reminds me a little of the first vignette I selected up at the top of the post, and has the sort of Twilight Zone ending that I enjoyed in so many of Mason's stories.
 
The Other Assassin -

"In the Imperial Court of Agamemnon, the serene, the lofty, the disingenuous, the elect of every corner of the empire, there were three viziers, ten consuls, twenty generals, thirty admirals, fifty hierophants, a hundred assassins, eight hundred administrators of the second degree, two thousand administrators of the third and clerks, soldiers, courtesans, scholars, painters, musicians, beggars, larcenists, arsonists, stranglers, sycophants and hangers-on of no particular description beyond all number, all poised he serene, the etc. emperor's will. It so happened that in the twentieth year of his reign Agamemnon's noble brow clouded at the thought of a certain Odysseus, whom he felt was much too much renowned for cleverness and renown he preferred to reserve for the throne. While it was true that this Odysseus had made certain contributions to a recent campaign, involving the feigned offering of a horse which had facilitated stealthy entry into an enemy city, this did not justify the infringement on the royal prerogatives, and in any case, the war had long since been brought to a satisfactory conclusion, so Agamemnon called for the clerk of Suicides, Temple Offerings, Investitures, Bankruptcy and Humane and Just Liquidation, and signed Odysseus's death warrant.

The clerk of Suicide, etc. bowed and with due formality passed the document to the General who Holds Death in His Right Hand, who annotated it, stamped it, and passed it to the Viceroy of Domestic Matters Involving Mortality and so on through the many twists and turns of the bureaucracy, through the hands of spy-masters career criminals, blind assassins, mendacious clerics and finally to the lower ranks of advisors who had been promoted to responsibility for their dedication and competence (rare qualities given their low wages and the contempt with which they were treated by their well-connected or nobly born superiors), one of whom noted it was a death order of high priority and without reading it assigned it to that master of battle and frequent servant of the throne, Odysseus.

A messenger came to Ithaca and gave Odysseus his orders. Odysseus read them, his face closed, and thanked the messenger, commenting that the intended victim was in for a surprise, and that he was morally certain no problems would arise on his end.

On the eight succeeding days Odysseus sent the following messages to the court as protocol required:

'I am within a day's sail of his island.'

'I walk among people who know him and his habits.'

'I am within ten miles of his house.'

'Five miles.'

'One mile.'

'I am at his gate.'

'The full moon is reflected in the silver mirror over his bed. The silence is perfect but for his breathing.'

'I am standing over his bed holding a razor flecked with his blood. Before the cut he looked into my face and swore to slay the man who ordered his death. I think that as a whispering shade he will do no harm.' "

- from The Lost Books of the Odyssey by Zachary Mason

Monday, November 9, 2020

The Last Report is the Hardest to Write

When keeping records and posting the results of an ongoing campaign, the last report is the hardest to write.

The earlier play reports have a certain momentum to them. Writing them down helps you add up the experience you need to award, keep track of the treasure they've collected, make note of the NPCs you've introduced.

But the last report carries no particular urgency. There is no "next game" that needs the report to be ready before it can start.

Too, whatever caused your campaign to end likely stands in the way as a barrier to keep you from writing. Did you lose interest in the game? Then how will you manage the interest to write? Did you become too busy, did your players drift apart? Whatever responsibilities pulled you away from the gaming table weigh heavily on your writing hand too, holding it down. 

Did you start a new campaign? Your mind is there, your time spent preparing for and recording that, with none to spare looking backward.

And of course, as in all things, the longer you wait to start, the harder it gets to do so.

Wednesday, November 4, 2020

Bon Mots - Hope vs Despair

  
Alpine anticipates 
the passionate beginning of a new relationship
 
"There's gasoline in your eyes, 
there's fire in mine"
  
  
While Sunset Rubdown reflects 
on its devastating conclusion
 
"You are a vast explosion, 
and I am the embers"
  
 

Sunday, November 1, 2020

Tips for the New Blogger Interface

Blogger recently updated their user interface. In the process, a few default settings changed in ways that are worth being aware of.

Let's take a look at a few of these options.
 
 
 
Normal Text

One of the changes I noticed first was a change to the default text style. Blogger now defaults to Paragraph style. This introduces automatic breaks between paragraphs, and possibly a few other quirks. Personally, I like to decide on my own spacing, so I prefer to use Normal style text.

You can see the dropdown menu to make the change in the rather meta image above.

  
  

 
Published Date

In the past, Blogger defaulted to an Automatic "published on" date and time. Basically, whenever you clicked the Published button, that's it when it was time-stamped.

Now, Blogger defaults to the Set Date and Time option for time-stamping your post. And the selected date and time defaults to whenever you last revised the post before your current writing session.

If you write your post in one go, and relatively quickly, this change won't affect you much. But if you write a post in a few drafts, or spend several hours between when you open the post and when you publish it, then your blog post will be incorrectly time-stamped ... which means that your newly published post will show up somewhere down in the middle of others' blog rolls, rather than up at the top where your new work belongs (until someone else hits publish and supplants you!)

You can see how to change this in the image above. I first started writing this post on September 29th and finished editing that night a little after 7:30 pm. And as you can see, that's still what time Blogger wants to use for the time-stamp. Get the correct timestamp by switching to Automatic.
 
 
  
 
Navigating Your Archive

This last issue doesn't have to do with writing and publishing posts, but it does affect how easy they are to find after you finish them. My blog's archive is set up so that each post gets its own entry, organized by month and year. You can easily click the arrow next to a year to reveal all the months I wrote posts, and click the arrow next to a month to reveal the titles of all the posts I wrote.

Recently, I've started seeing blogs where the archive only lists the months. There's no way to see a list of the post titles. The only way to navigate is to click on a month and then scroll through the posts themselves. That's not a very good option. If you'd like people to find your older posts, please change Blogger's archive setting to make it easier on your readers.

Here's what to do. On your behind-the-scenes page, click the layout button on the right. Find your Blog Archive Gadget and click the Edit button. The Flat List option makes it too difficult to navigate, so switch over to Hierarchy. Make sure to click that box to Show Post Titles - otherwise you'll defeat the purpose of this configuration. I also prefer to archive the posts Monthly, and I recommend it for you, too.
 
 
If anyone else is thinking of writing a post like this one, I'd love to see someone graphic design experience talk about Blogger's aesthetic options. There are a couple blogs I follow that are rendered almost unreadable by the writer's graphic design choices. I think we'd all like to know how to make sure our own blogs aren't made illegible by a few poor graphic options.

Wednesday, October 21, 2020

Mausritter and a Resource Management Link Retrospective

Last year, I wrote the first post of what I hoped would be a series, where I kept up with what other roleplaying bloggers are writing about resource management in their games. That initial post didn't have a planned theme, although most of the posts I looked at were talking about encumbrance, and thinking about how to assign encumbrance slots.

At the time, I made a few recommendations. I suggested that encumbrance rules should be kept as simple as possible because different kinds of complexity add up very quickly. I suggested that encumbrance should be fairly consistent from character to character - although tying carrying capacity to Strength is popular, I think that allowing it to vary from 3 to 18 is too much. I noted that using the Strength bonus instead of the Strength score is one compromise solution; another would just be to make carrying capacity the same for everybody.

I praised Goblin Punch's "triple X depletion" rule. The idea here is that if you're using a supply that gets used up over time, you track the rate of it getting used up by marking three Xs next to the item name, and the third X means you've run out. If you combine that with a rule that says small items come in bundles of 3, suddenly you've got a fairly simple, fairly consistent rule for tracking supplies.

At the time, I came down against "backpack" rules that let you trade 1 or 2 encumbrance slots for a "backpack" that has extra slots inside. My reasoning was that this trade doesn't really feel like a trade-off to me. If there's no downside and only benefit to carrying a backpack, why not assume that every character has one, and just increase the base carrying capacity by whatever amount the backpack was going to add?

I've thought about this a little since then, and I think there is a purpose that "pack" rules can serve. If you want to have a second type of encumbrance with a second and smaller carrying capacity, then envisioning this as a "pack" seems like as good a mental image as any (although maybe it would be better to think of the primary encumbrance as a "backpack" and the secondary encumbrance as a "side-bag"?) I've mentioned this idea before - Stars Without Number has special encumbrance slots for items you can access instantly in combat, Numenera has special slots for magic items, Shadows of Brimstone has special slots for single-use items, etc.

I wouldn't recommend that you try to use more than one of these systems at a time, but clearly, some rules systems see a benefit to having a second, more restrictive carrying capacity for a special class of important items. I have a few suggestions. First, if "side-bag" capacity can potentially increase, I say let it grow based on character level, rather making a better bag something you can just find or buy. A more experienced character becomes a better packer! Second, don't insist that characters "give up" any of their primary encumbrance slots in order to carry a "side-bag". Just assume that everyone has one, and set your numbers accordingly.

If you really want to create a trade-off, then say that wearing heavy armor means you can't carry a side-bag (and wearing extra-heavy armor means you can't carry a backpack or side-bag!) But otherwise, accept that you've created a system where everyone has two types of encumbrance, and don't add complication by pretending that the players have a meaningful choice to trade a couple of one type of slot for a handful of the other. The only reason to allow such a trade would be if certain character classes (like alchemists, maybe?) had a unique and special option to give up a regular slot or two in exchange for their class-specific ability to carry special materials. (Or, you know, just let them have their special class-defining feature without punishing them for it, whichever.)
 
  
 
On Discord, KingPenta of the Dice Blade blog asked me if I would consider looking back on my last post about this and reflecting on what I think works. My long answer to that question is above.

My short answer is just three words: Mausritter is lit.
  
Okay, so maybe there's also a long version of my short answer, but it's basically just me singing Mausritter's praises. If you were to take every good idea people in the OSR scene had about encumbrance, edited those down to their simplest and purest versions, and combined them into a single ruleset, you would have the resource management rules from Mausritter.

I think I've said before that I consider Into the Odd to be something like the Platonic ideal of simple Dungeons & Dragons. Both the rules and the writing have been distilled down to their very essence and presented in the tersest, most compact possible way, without sacrificing the elements that are most essential to play. I'm not saying that no one else can write something better than I2TO, but I am saying that you'd be hard pressed to write something shorter. Chris McDowell has seemingly cut out everything but the most necessary elements of D&D, and edited his own writing to be as terse as possible. Trying to compete on either of those fronts is likely to leave you with something that either no longer really feels like D&D or is no longer really legible.

Well, in the same way, Mausritter, which is built off the bones of I2TO, feels like the Platonic idea of simple resource management for D&D. You might be able to write something better, but you probably can't write something simpler or shorter without making sacrifices that change the feel of the game so much that it becomes something else.
 
And part of how Isaac Williams does it is by taking advantage of an underutilized solution for resource management - illustrated inventories.
 
Paper Elemental giving some very good advice here

Mausritter putting theory into action

Almost the entirety of Mausritter's inventory rules fit on that two-page spread. ("Inventory" is also a MUCH better word than "encumbrance", which always feels like it should be accompanied by sad trombones.) You have exactly 10 slots of carrying capacity. Armor and heavy weapons take up two slots apiece, most other items take up only one. Every item has little boxes to mark off their "usage" - torches after an hour of burning, rations after eating, weapons and armor after combat, other items after they get used in a serious way. Most items have 3 boxes, fancy electric lanterns - and by implication, any other really expensive, high-quality goods - have 6. Spells are represented as sigils or runes that you carry. Conditions such as injury and exhaustion take up an inventory slot until you take care of them.

And ... that's pretty much it. Like I said, it's like every good idea for inventory management, everything Torchbearer tries to do in its own more-complex way, edited down to just about the simplest imaginable version of itself. The art both helps you recognize the item and communicates volumes about the setting. Because you can print off and cut out your own little inventory tokens, you can quite literally organize your inventory by moving them around, and you can write-on and erase the individual tokens until they need to be replaced, without wrecking your main character sheet.

The larger size of certain items creates simple but interesting packing dilemmas - for example, light armor needs a shield, which means you can't wield large weapons at the same time. The different situations for checking usage give each item a slightly different feel, and some add an element of unpredictable risk. Improvised weapons get used up a little each combat, but for the others, there's only a 50% chance it'll be depleted. The same is true of the spell runes. Pick how many charges you're willing to risk using up and roll that many GLOG-style Magic Dice; each charge has a 50% chance of being expended by casting the spell. Although the chances are the same, to me this feels like for weapons, you're checking to see if they are surprisingly damaged, while for spells, you're finding out if they're miraculously not used up (perhaps simply by comparison to other rule systems, where weapons are always fine, and spells are always expended in casting).
 
 
 
Having slightly gotten back into the swing of this, and realized I'll enjoy it more if I organize these posts thematically rather than chronologically, you can probably expect to see more posts like this in the future, hopefully at a faster rate than once per year.

I should also note, in looking at the Mausritter website to write this, I realized that it's getting a fancy boxed-set edition from Games Omnivorous next month. The same charming art as ever, now printed on very heavy paper.

Thursday, October 15, 2020

Let's Read Barbarian Prince - part 3, Character, Followers, Encounters, and Combat

In part 1 of my review of the game Barbarian Prince, I looked at the map and the rules layout. In part 2, I looked at the main actions that the player can take. In this current part, I plan to look at who the player character - Cal Arath, the eponymous barbarian prince - at the various NPC followers and allies you collect, and at the rules encounters and combat. This will probably be the last part of my read-through. Next I'll write a play-along as experience the game in action, and then I'll suggest ways to change - and perhaps improve! - the rules if you wanted to write your own solo adventure game that somewhat resembled this one.
 
After my last post about this, I happened to find Hex Junkie's sandbox setting using the Barbarian Prince map by searching on the OSR Discord server. 
 
I've mentioned that I kept hearing rumors about a mobile phone app version of the game. Travis Miller pointed me toward Paul's Gameblog, where there's a link to one such app for Android devices, called Road of Kings. I should note that I haven't tried downloading the app, and I can't verify if it still works.

Also, Kitchen Wolf shared a link to issue 47 of the magazine Space Gamer, where there's both a contemporaneous review of the game, and an interview with designer Arnold Hendrick about the design decisions he made while writing Barbarian Prince. For example, it seems that he was thinking about computer programming when writing the rules - and it was his intent for this format to make playing the game easier. The idea, apparently, is that you wouldn't have to memorize all the rules, because the reference codes would point you to them at the appropriate time, and because numbering the reference codes would mean you'd know exactly where to go look. Political maneuvering by seeking audiences at the temples and castles is intended to be the primary way to win the game. And something that I found baffling during my initial read (the multiple versions of surprise embedded in the combat rules) are intended to prevent the game from being overly predictable. It's a worthwhile read for anyone who's following along with this series of posts.
 
 
Barbarian Prince cover art by Frank Cirocco, copyright Reaper Miniatures
 
Player Character - In the game of Barbarian Prince, you play the character of Cal Arath, the crown prince and rightful ruler of the Northlands. Unfortunately, a usurper has killed your farther and taken your throne. You've been exiled to a foreign country to the south. You have 70 days to acquire 500 gold pieces to finance an army, or otherwise reassert your rule over the Northlands. Otherwise, the usurper will solidify his claim on the throne, and your quest will be lost.

Cal Arath is basically unmatched as a human physical specimen, although some monsters are stronger and more deadly. You have Combat Skill 8, Endurance 9, a named sword "Bonebiter" that doesn't count against your Carrying Capacity, and between 0 and 2 starting gold coins.

As a quick reminder, every character in this game has an initial Carrying Capacity of 10. It goes down by half each day you don't eat, falling to 5, 2, 1, then 0. One unit of Carrying Capacity can hold one meal, 100 gold coins, or an object you find as treasure.

You also have an attribute called Wits & Wiles, which is akin to the Skill rating in Troika, it's basically how good you are at all non-combat tasks. It's determined randomly at the start of the game, and so ranges from 1 to 6. (I've seen complaints that getting stuck with Skill 4 in Troika is punishingly bad - I can only imagine what Wits & Whiles 1 is like!) Notably, the non-combat tasks where your Wits & Wiles score matters include virtually all social interactions. One subset of my ideas for modifying the game are devoted to ways to make the growth of your Wits & Wiles rating either an in-game achievement or a reward for replaying, rather than simply randomizing it every time.
 
 
Barbarian Prince's treasure rules, copyright Reaper Miniatures
 
Followers and Allies - My biggest surprise when I started reading Barbarian Prince was the abundance of NPCs. It's a single player game, but not a single character game. You'll always control Cal Arath, but he won't always be alone. You can hire followers in town, and recruit allies as you encounter them on the road. There's a special type of follower called a Guide who can help with hunting and navigation, and I've noticed that among your potential allies, Priests and Magicians are often relevant. Depending on how you play, you might have a small adventuring party, a large company, or a veritable warband accompanying you.

Which I guess also goes to a larger point about how this game surprised me, because for that people talk up the game's sword & sorcery credentials, this isn't really a game of individual heroism as much as it is a game of politics and leadership. You might be a barbarian, but more importantly, you're a prince, a leader of men, and you'll probably win by acting like a prince and engaging in diplomacy, finding a foreign leader to form an alliance with or bankroll your mission. Remember, that 500 gold you're seeking isn't for you, it's to pay for an army to stage a counter-coup. That countryside you're exploring isn't wilderness, it's a country, somebody else's country, and it's plenty well explored already as far as the locals are concerned.

Even Cal Arath's barbarian-ness is situational. I think the gameplays up the idea that the Northlands must be a harsh land full of rough and rugged peoples to make it seem like you're Conan wandering around the Shire. The farmed areas at least are full of elves, dwarves, halflings, and yokel sheriffs eager to organize a torches-and-pitchforks brigade to round you up for hunting livestock like they're wild game - but there's a caveat that Cal Arath is only living off the land because he's fallen on hard times. He knows how to fight and hunt because that's what princes do. In his own country, he probably isn't stealing a lot of pies off of windowsills, or poaching on other peoples' land, and you have to think that if he happened upon a tower full of orcs on his own frontier, he'd come back later with an army rather than being forced to stage a daring commando raid with whatever handful peasants happened to be on-hand at the moment. He isn't sleeping rough, wading through swamps, and fighting off crypt-guarding skeletons because he's a foreigner, he's doing it because he's homeless, penniless, in exile, and desperate to raise a king's ransom quickly enough that he won't be forced to remain that way.

The point is, I was originally expecting something akin to a boardgame version of the original Legend of Zelda, and this isn't that at all.

Anyway, the NPCs you meet also have Combat Ability and Endurance scores. They also all have "wealth codes" to determine how much treasure they own, but in my reading of the rules, you can only take possession of an NPC's treasure if they die. I think this means you get their treasure if they're killed in combat. I also think it means you can't force your followers to spend their own money on food - they'll either choose to stay with you while going hungry, or run off to go buy a meal, but apparently they'll be damned if they're going to pay out of their own pockets while you, the boss, are supposed to be covering their per diems.

Your ranks of followers can grow as you meet more people. There's also a couple ways they can shrink. First of all, you can dismiss any follower at any time for any reason (with the exception of your True Love, if you have one - there will be no divorce!) Hirelings with an agreed-upon wage will also defect if you can't or won't pay their daily wages.

Next, if you don't have enough food to feed your entire entourage, you risk them defecting from your group. I interpret that to mean that if can't feed everyone, you either have the choice to dismiss followers until you can feed everyone who's left, or you can share the available food equally, but then each follower gets to decide individually whether or not to defect. Depending on your Wits & Wiles score, you might actually lose more people by trying to keep everyone.

And finally, you might choose to leave some of your followers behind when you're making an escape. If you're running away from an enemy that's chasing you, you're much more likely to escape if everyone in your party is on horseback or, better still, flying. Which they can be, if you're willing to abandon everyone who used to be a member of your party who's not on horseback!

I suspect that the primary benefit of having a large party is the advantage they grant you in combat. I'll discuss combat more below, but what's important here is that every NPC and monster behaves the same way as Cal Arath. Each character can attack one opponent, so if your followers outnumber the enemy, you can gang up on specific targets while limiting losses on your own side.

Barbarian Prince doesn't come with any kind of character sheets, or party record sheets, or anything like that. If you start acquiring a lot of followers, or if the composition of your party keeps changing because you continue to add and dismiss people, I would imagine that it can get a little messy tracking the whole group on scratch paper. I don't know if this is actually a problem, per say, but it does seem like an area where improvement is possible. This is another area where I have a few different ideas for maybe modifying the rules, or maybe even just adding props, to make things run a little smoother.
 
 
a representative encounter from Barbarian Prince, copyright Reaper Miniatures

Encounters - When traveling each day, there's a chance of having an encounter. Many of those encounters are with intelligent NPCs where you have the option to talk, evade, or fight. (There are also monstrous encounters where the creature's behavior leaves you with no choice about how to approach them.)

When you encounter an NPC like this, you first choose your approach, then roll the dice. The best way to succeed is to roll well. (Although what counts as "well" can vary. Notice that for the Swordsman, rolling a 1 means you surprise your opponent if fighting ... or that you can only escape if you have horses. Rolling a 6 means they'll let you pass unbothered if you choose to evade ... or that they get the drop on you in a fight.)

Each type of intelligent NPC has their own combination of results, so each poses their own kind of risk. It's worth noting that many of the options to talk or evade can turn into combat if things don't go your way - such as if you don't have horses, or can't pay the 10 gold coin bribe the swordsman sometimes demands. In that case, you default to a generic table of random combat results; against some adversaries the generic table is probably more favorable than their specific fight options, against others I'm sure it's worse. The "converse" result from R341 is itself kind of a generic table of talking results, ranging from them trying to kill you instantly to them offering to join up with your party for free.

The unique combination of outcomes for each NPC means a couple of things. First, it means that some NPCs might be straight up "easier" or "harder" than others. Some people you encounter might be, across the board, easier both talk to, evade, and fight than others. It also means that for some NPCs, you'll do better by talking to them, others by fighting, others by trying to sneak or run away. 

I haven't cross-referenced all the NPC tables to be sure, but my initial impression is that if a given NPC would likely be an ally in Lord of the Rings, you're probably wise to talk to them, and if they seem "scary" or dangerous, you're probably wise to evade. This seems like a nice design touch, because it means that knowledge of common genre tropes can substitute for system mastery. That is, when playing the game, ideally you won't be forced to either memorize the probabilities of all the outcomes of all the NPCs or just guess blindly about the best course of action. You'll be able to make informed choices by drawing on what you know about fantasy literature. 

It's also worth noting that most fight options create a possibility of a particular combat situation, rather than a guarantee. A result that says "surprise" for example, probably means you have the possibility of surprising your enemy, but only one of the four possible "surprise" results actually guarantees it - the others all ask you to roll the dice to find out. One of the two "attack" results offers the chance that your enemy will win the initiative, just as one of the two "attacked" results gives you the chance to strike first. In general, you'll do better on these rolls if you have a higher Wits & Wiles score. (Which means, I guess, that it's both Skill and Initiative.)

When I was first looking through rules, I was kind of shocked that a game that takes so many pains to save space and avoid repeating text had FOUR different versions of Cal Arath surprising his enemies. (I'm still surprised, honestly, that the reminder text about evading your enemies by flying away is reprinted on EVERY enemy entry, although it sure does make me want to find a flying horse when I play.) One version guarantees surprise, on grants you surprise if you roll under your Wits & Wiles score, one grants you surprise if you roll equal to or under your Wits & Wiles score, and one grants you surprise if you roll the dice and currently have fewer party members than that. Reading the interview with the designer kind of changed my mind, as did remembering that the game uses a d6, not a d20. In a d20 game, the 5% probability difference wouldn't be worth the extra text - and the risk of confusion from not having a consistent way of reading the dice might make the extra rule worse than worthless - but in Barbarian Prince, those two rules have a 17% difference in the chance of granting you surprise. I think you could still argue that that's still not a big enough difference to justify the additional rule, but it's not as bad as I originally thought.
 
 
illustration by Cynthia Sims Millan, copyright Reaper Miniatures
 
Barbarian Prince combat table, copyright Reaper Miniatures
 
Combat - Combat here is somewhat similar to D&D. Each round, all the characters on one side attack, then all the surviving characters on the other side hit back. If one side has surprise, they get one round without reprisal, and they get to go first in the subsequent rounds. Otherwise, who goes first is determined by the specific "fight" rule governing the combat. In general, you must match Cal Arath and his allies up one-on-one with the enemy, although if either side outnumbers the other, you get to decide how to distribute the extra characters, and each character only gets attack one opponent per round.

To attack, roll 2d6, add the attacker's Combat Skill, subtract the defender's Combat Skill, apply any situational modifiers, and then consult the Combat Table. Rolling higher is better here. This is seriously one of the worst written and most needlessly confusing rules in the entire game. First there's the issue of how it's actually written. Compare what I just said about the attacker and defender, and compare it to this from R220c: "To resolve a strike, take the combat skill of the striker, and subtract from it the combat skill of the target character." Mind you, that's subtract from it, not subtract it from, which has the opposite meaning.

Then there's the issue of the combat table itself. It's ... I mean just look at it. The basic logic is this - if you roll low, you will probably miss and deal no Wounds; if you roll high, you will probably hit and deal two or more Wounds. But beyond that general tendency, there's no logic to it, it's just a mess. 10 and 12 both deal two Wounds, but 11 only deals one? 16 and 18 deal five, but 17 only deals two? Why does -1 hit anything? Why does 15 miss entirely? Why does 14, and only 14, deal three Wounds? (With Cal Arath having Combat Ability 8, and with the most common roll of 2d6 being 7, this would almost be cool if there was a common enemy with Combat Ability 1 and Endurance 3 ... but there is no such enemy.)

I genuinely don't know why it's written like this. My only guess is that it must have been to ensure that you could never know the outcome of combat just by looking at the dice, you'd always have to do the math and then check the table. A low roll is probably a miss, a high roll probably a hit, but you can't know for sure without looking. A friend of mine has a theory that there are fewer car crashes in England than in the US because the roads there are so winding, narrow, and filled with roundabouts that you have to pay complete attention every second or you'll get in a wreck right away ... so you do. Maybe these rules are like that? They're so situational and specific that you know you have to check the table every time? As you might imagine, I also have some thoughts about how to modify the rules for combat.

There are a couple situational modifiers. If the attacker has any Wounds, they get -1. If the attacker has Wounds equal to half their Endurance, they get an additional -1 (so a total modifier of -2, although it's not written out like that.) There's no bonus for the defender having Wounds, but if the defender has Wounds equal to half their Endurance, the attacker gets +2. This would be easier, I think, if it were truly symmetric, and if you only kept the penalties and bonuses for when a fighter is "bloodied."

You can try to run away from combat. Unlike using the "evade" option before a fight starts, you have to take your entire party with you. To make an escape attempt, your entire party gives up their attacks, and you roll 1d6, hoping to get a 4 or higher. If the attempt fails, I believe you've still lost your attack for that round.

You can also try to make your enemies run away. Each time you kill an enemy NPC in combat, you have the option to roll 1d6, and on a 6, the surviving enemies will all run away. This is totally optional, so I guess if you think you can win the fight, you might not want to scare them off, since they'll take all their money with them. On the other hand, if you're outnumbered and might lose, frightening the rest with a bit of yelling and woad could really save the day. Enemies with Combat Ability 9 or Endurance 9 will never run away.

In Barbarian Prince, your Endurance score never changes, but you do gain wounds from combat, and heal them by spending time resting. If a character has one less Wound than their Endurance (what we'd call hp 1 in D&D), then they fall unconscious and become helpless. If an NPC falls unconscious, you get to decide what to do. If Cal Arath gets knocked out, roll 1d6. On a roll of 1-3, your followers all desert you and steal all of stuff as they go. On roll of 4-6, they'll stay with you, either making camp while you heal, or carrying you somewhere else if you want (although it takes up 20 Carrying Capacity just to haul you, to say nothing of your possessions, so moving won't always be feasible.) 

Presumably this means you can choose to just knock out your enemies instead of killing them, although the rules are not explicit on this point. I think if I were making changes, I'd make unconsciousness something that only happens to the prince.

If a character has Wounds equal to their Endurance (what we'd call hp 0 in D&D), then they're dead. If an NPC dies, whether they're your enemy or ally, you get to desecrate their grave inherit their belongings. (Despite being an outlander, you're everybody's next of kin!) If Cal Arath dies, the game's over and you lose. 
 
The daily actions provide a framework for exploring the south lands. The most common kind of random event that happens while you're exploring is an encounter with an intelligent south-lander, and the most complex outcome of an encounter is combat. If you understand those three sets of rules, then you understand enough to start playing. Next time, I'll play through a couple times, once trying to act like a barbarian, and again, trying to act like a prince. Then I think I'll be ready to offer some ideas for modifying the rules to make your own game of solo exploration.