Saturday, December 16, 2023

The Drinkers of Light

The two sources of celestial power in Oth are light and fire. Light is of Alef; fire is of Tav. That much is broadly agreed on. The light of Alef fuels the web of life (and thus the web of magic) on the surface, flowing through plants to animals and eventually to thinking beings like the alefim, grimmot, and humans.

Some say that humans also contain the fire of Tav; this is controversial. Letys Ink-Eyes' thesis defense on the topic was famously interrupted when a Last Radiance terror cell firebombed the classroom. Their message of "if she loves fire, let her have it" was considered philosophically unsound, but pragmatically convincing.

Anyway, it's well-known that humans contain a sliver of Alef's light. What's less well known is that this light can be stolen.

They rise to positions of power. They draw all eyes when they enter a room. They are the subject of fascination, admiration, speculation. Victims come of their own volition, once the art is mastered.

Alefim call it "oluká," and many give the same label to its practitioners. When the right resonance is established in the weave of magic, the physical and metaphysical can be made to mingle. Celestial light, that abstract etheric concept, harmonizes with the material world. An oluká can then draw it out of their victim by consuming their bodily essence.

Eating flesh is possible, but rare. Oluká who take the ghoulish path rarely last long, as the hunger for light quickly becomes an addiction, and hiding serial cannibalism is difficult. Instead, the most common choice is the consumption of blood.

yum

(There are other reliable methods, from which spring the legends of succubi.)

Light so stolen can only be held for so long. When it inevitably drains away, the oluká is left ravenous for more. They will do anything to regain the feeling of transcendence it grants, to say nothing of the adulation and status to which they have become accustomed. 

They take more, more, more. Even those who are careful begin leaving a trail of bodies.

At best, they are hunted down and slain without anyone learning the reason for their predations. At worst, they begin teaching the secret to others, gathering apprentices to share the burden of collecting victims. These twisted cabals are often made up of the leader's former victims themselves, now bound to their teacher through ties of not-entirely-natural loyalty.

Some families of oluká persist for generations. They age only slowly, dying to violent internal struggle more often than time's arrow.

Brahim Phtali, called the merciful, is kept under lock and key by the glass archivists of Nabb. In exchange for a trickle of volunteer victims, he provides insight into historical arguments, lost lore he still recalls.

There are those in Nabb who question the balance of power in this relationship.

One might expect the alefim to revile this perversion of their lord's power, but they seem indifferent. Perhaps the degeneracies of an already-degenerate people hold no surprise for them. Or perhaps they are all too glad to see humanity devour itself from within.

Monday, December 4, 2023

Engaging Challenges for Godlike Characters

Challenging the Gods

They say the best Superman stories are the ones where the problem CAN'T be solved by Superman's powers. No amount of strength or speed can fix interpersonal drama or untangle a logical paradox. Or rather, Superman's abilities may play a key role in the ultimate solution, but they can't solve everything on their own. There's no "brute force" method. Writers for such high-powered superheroes face an eternal challenge: how to reliably put them in situations they can't just punch their way out of? 

GMs face a similar in games where players can reach godlike levels of power. I'm running a Godbound campaign right now, and a big part of the fun is that many challenges that would stymie your average RPG party are a walk in the park for a pantheon of demigods. Horde of demons? Two combat rounds; three at most. Angry monarch? A single Theurgy spell makes him your best friend, permanently. Societal ills? Invest some Influence or Dominion; repeat as needed.

This is fun in moderation, just like beating up a roomful of goblins as a level 10 character can be fun. But at a certain point, running roughshod over a world that can't push back loses its luster. After all, if we wanted PURE wish-fulfillment, we'd get rid of the the rules entirely and just re-write fictional reality.

DCs don't mean nothin' when you've got the Word of Might

The "Superman solution" of non-physical challenges isn't a silver bullet (to mix our metaphors) either. Taking Godbound as an example, plenty of divine gifts and miracles can sidestep the problems one would often throw at an invincible protagonist. Even large-scale trouble, city-scale dangers, don't reliably force clever decision-making.

What are some solutions?

1. This isn't a problem

(or, wish-fulfillment can be fun)

Maybe your players just want a sandbox to mess around in. That's fine! It can't all be OSR grittiness and getting skewered by a skeleton's spear. Some groups might never get tired of putting dragons in headlocks and kicking storm giants in the nuts.

If this describes your band of herculean misfits, read no further. Let them run wild across the campaign world to their hearts' content. What I've found, though, is that this kind of license grows stale over time. Maybe a long time! But eventually.

2. Juice up the baddies

(or, ogres now have 12HD)

Godbound itself is guilty of this sin to some degree. The section on adapting monster stats advises a Hit Die scale that's quite a bit higher than old-school equivalents, and goes so far as to say that a creature should have at least 10HD if you want it to pose a challenge for the a Godbound party. It's tempting, then, to let your expectations (dragons should be a deadly challenge!) inform the power level of the foes your party faces.

Resist! This failure mode is so, so common in video games; don't let it happen to you. I've never played Skyrim, but every time I read about how if you go back to low-level dungeons at high level, all the enemies have leveled up as well, I want to tear my hair out. 

If the party has the same probability of victory against an ogre that they would if you were playing B/X, then in what meaningful sense are they more powerful? If every time you get a +1 to hit, the monsters' AC improves by 1, you're treading water.

I actually do make exceptions on this point for mythical foes like dragons. Demigods vs. an ogre should be a one-sided beatdown; demigods vs. a wyrm of legend deserves an epic fight.

3. Zoom out

(or, nice empire you've got there)

Ah, domain-level play. The promised grail, so rarely reached. Unless you're a god! This is the recommended solution in Godbound--give your party vast lands to rule, besieged on all sides by dark empires and jealous rival demigods. 

I've said before that scale isn't a solution on its own, but that's not entirely true. The use of Influence and Dominion in Godbound is limited by the scope of the changes you're making: town-sized, city-sized, or kingdom-sized. 

Zooming out to the level of fantasy geopolitics also creates foes that can't just be killed: how do you handle a nation bent on your followers' destruction, when killing their leader just leads someone else to take up the scepter? Do you wipe them out? Is protecting your flock worth violence on that scale? Hah, ethical dilemma! 

4. Go cosmic

(or, punch god in the face)

In a sense, this is the right way to use solution #2. Instead of increasing the power level of your standard monstrous menagerie, let your party fight their way up the corporate ladder of enemies all the way to the top. Broke: orcs in an abandoned castle. Woke: bound demons in an abandoned flying wizard's tower. Bespoke: insane angels in an abandoned celestial dominion.

Of course, creating epic-level adventure locations is a challenge of its own. They've got to feel strange and wondrous, not just "this is a dungeon, but you can't use your divine power to teleport through the walls because they're made of special celestial concrete." My best shot at this so far is the Oubliette.

5. Incompatible goals

(or, what color do we paint the temple walls)

You can't have your cake and eat it too. Sometimes your high priest wants to make peace with a rival religion, while the grandmaster of your paladins wants to wipe them out. Maybe the heart of a celestial machine offers the key to ultimate power, but disrupting the machine's operation would devastate the mortal world. Ain't that just the way.

go watch Over the Garden Wall

The two incompatibles might both be good, they might both be bad, or there might just be a tradeoff. The "both bad" version is a staple of superhero movies, from the exploding ferry in The Dark Knight to the death of Lois Lane in the first Christopher Reeve Superman

But the "both good" scenario has its merits, too: imagine you plan to honor one of your followers as your greatest mortal champion, but two candidates both desperately want (or even need!) the glory.

One danger with this approach is that it risks making the characters' great power irrelevant. If I joined a campaign because I wanted to play a god of fire and death, I'm going to be pretty peeved if every session is spent debating the finer points of tithing for my cult. 

So make sure the party still has a chance to open up the throttle and let rip once in a while. Put something in their path they can crush without remorse.

Perhaps an ogre?

Thoughts

One of the most striking insights of the OSR, for me, is this: don't give out abilities that render core challenges moot. In dungeon crawling this means no light cantrip, no goodberries, and no bags of holding. It got me thinking about when a game, by design, elides the classic obstacles of an RPG.

My current Godbound campaign faces all the problems described above. At level 1, the pantheon was about as capable as high-level mortal heroes, but at level 3 they're carving through krakens like cake. All the solutions listed are tricks I've tried or traps I've fallen into. 

It's tough, but crucially the players seem to be having a great time.

That's the whole idea, right?

-V

In Praise of Trophy Gold