Showing posts with label Empire of the Petal Throne. Show all posts
Showing posts with label Empire of the Petal Throne. Show all posts

Tuesday, January 21, 2025

In Defense of Gor, Part 3: Gaming on Gor

Now that we've gotten the disclaimers out of the way and taken a look at the history of Gorean influences on the gaming scene, we can finally get to the stuff I've been wanting to talk about. We now know that many individuals in the early TRPG community read the Gor novels and used elements of the series to influence gaming materials. But is there any particular reason why Gor was used as an influence by so many gamers, as opposed to any other novel? I, personally, think there's something to that. Looking deeper into the setting, we can see that the way it's set up makes it very easy to facilitate RPG campaigns, especially those in the old-school milieu.

In fact, after reviewing these things, I am convinced that, had he been born ten years later, John Norman would likely have been an early contributor to the RPG industry. To date, the only official Gor RPG is Postmortem Studios's Tales of Gor, originally published in 2017. We have no reason to believe that Norman ever played an RPG, or even knows what one is. But he was an advocate of roleplaying as a activity in Imaginative Sex, citing it as a natural behavior that one should not be afraid or ashamed of engaging in, and as a safe outlet for desires that would be unethical or impossible in real life. Yes, he's talking about a different kind of roleplaying game here, but it isn't hard to see how he might be intrigued by tabletop gaming if he had been in the circles where it first arose. For that matter, the setting he created shares many traits in common with some of gaming's most enduring settings, as well as the ideals elaborated by those writing on the subject.

Before we begin, though, I would like to include an addendum to my last post. White Dwarf, back when it was a general gaming magazine and not solely a Games Workshop-related publication, used to run a column called Fiend Factory, listing new monsters for D&D, often submitted by readers. Many of those entries would later be collected in the Fiend Folio, making that book and its monsters a part of the British old-school gaming tradition. Issue 49 features a Fiend Factory article themed around insects, and includes stats for the golden beetle, a creature prominently featured in 1968's Priest-Kings of Gor. The entry, submitted by Steven Quayle, specifically lists the novel as its source material. Once again, we have evidence that many gamers of the era read Gor novels and wished to bring them to the table.

Anyway, back to our subject of the day: what makes Gor so gameable?

1. Deep, Readily Accessible Lore

Though the novels are infamously dry and many find the prose unexciting, it cannot be denied that a lot of thought went into the creation of Gor as a setting. Over the course of 38 books, Norman extensively details multiple cultures, locations, and characters, exploring what this world looks like, who lives there, and how these people think, act, and behave. We know how Goreans fight in wars, what their etiquette is like, how their castes are structured, what they eat, and so on. This is the same sort of information that might be found in an RPG setting guide - and because of it, it would be quite easy to run a campaign that feels like it authentically takes place in the same world as the original stories.

In fact, many books in the series focus on a journey to a particular region of Gor; for instance, Tribesmen of Gor takes place in the Tahari Desert, and Explorers of Gor focuses on the equatorial jungles of Schendi. They describe the inhabitants of these regions, some key locations there, and the sorts of things that may be encountered. It can be argued that Norman's focus with these entries is more on worldbuilding than storytelling - which makes them subpar as novels, but quite like a systemless RPG sourcebook, with a narrative attached. Much like the Mystara Gazetteers, these books detail specific parts of the setting and bring them to life, creating a deeper world.

It isn't hard to see how useful this much lore would be for the purposes of roleplaying in the setting. I'm far from the first person to note this - in the 90s, there was a substantial Gorean roleplaying community on IRC, which to my knowledge has mostly moved over to Second Life these days. While, yes, the people here are mostly engaged in a different kind of roleplaying, they still found that the books provided enough material for them to conceivably envision themselves in the roles of characters in the setting - and the same could be said for players in an RPG campaign.

I'm reminded of this post on Erin Hunter's Warrior Cats series, arguing that the series is technically an RPG. Though is is not presented as an RPG, and includes no hard mechanics like stats or die rolls, the setting is detailed and codified enough that one can easily understand how new stories with new characters could be told within the framework of the world - as is evident when one sees the multitude of original characters created by the fandom. Gor is much the same way. Even before it received an RPG, one could argue that the novels provided all the contextual details and dynamics to ground roleplaying in the setting and make sure it was consistent and in keeping with canon.

Of course, the fact that all this worldbuilding is contained in novels (and ones that can prove impenetrable to casual readers) makes for a barrier to entry. Luckily, one should never underestimate the dedication of fetishists. During the boom of Gorean online roleplaying, a number of fan sites sprung up to catalogue the lore of the novels in order for those interested to better understand the setting. In these articles, I've linked extensively to Luther's Gorean Education Scrolls, a series of articles cataloguing various aspects of Gorean worldbuilding originally written for roleplayers. In my opinion, this is the most accessible way to get into Gor, as it presents the relevant setting details without needing to slog through the original context - and it provides plenty of material that would be useful for would-be DMs. It does, however, only cover material through Witness of Gor, the 26th book in the series; more material has been published since. The Gorean Cave provides quotes directly from the text on a number of subjects, but isn't as easy to navigate. There is also an official illustrated encyclopedia released by Postmortem Studios entitled World of Gor; although released in conjunction with the RPG, it does not contain game stats and is targeted at both gamers and enthusiasts of the setting.

2. Highly Non-Flintstonist

One thing we know from all that worldbuilding is that Gor is decidedly not a Flintstonist setting. Goreans do not think, behave, or act like modern-day people do; in fact, that is kind of a recurring theme of the novels. Even besides the presence of widely accepted slavery, there are a number of key differences between Earthling and Gorean society - Luther even has an entire scroll on this. These range from superficial jargon (Goreans say "tal" instead of "hello," and "I wish you well" instead of "goodbye") to characterful bits of background detail (Goreans sit on floors, with free men sitting cross-legged and women and slaves sitting on their knees; we do have a few examples of women sitting cross-legged, and this is seen as a provocatively tomboyish behavior) to things that could impact gameplay or create new challenges (Goreans haggle over prices at stores and do not set fixed prices for items).

With so much detail given to culture and sociology, a campaign set on Gor would provide a great opportunity to immerse players in a truly exotic world, rather than a reskin of their everyday lives. There are many ways this could create enjoyable and engaging roleplaying opportunities. It is true that this sort of thing isn't for everyone; some people may feel intimidated by the thought of portraying a character whose thought processes and the context they exist in are so different from those of the player. And few gamers enjoy having to read a bunch of worldbuilding notes in order to play the setting consistently. Luckily, there are a few aspects of Gor as a setting that make this easier.

3. Historical Parallels

So a Spartan, a Viking, and a Mongol walk into a tavern. They find a table where a Bedouin is engaged in a fierce arm-wrestling match with a Scythian. A samurai is watching from a table where a forest-dwelling amazon lies slumped over drunk. Then a Wookiee gets up and flips his table in a rage.

No, it's not the setup to a very bizarre and esoteric joke. This scene could very well play out on Gor - granted, it would be an unusually cosmopolitan tavern, but nothing says that it couldn't happen.

Gor is a History's Greatest Hits setting, where cultures and locations based on multiple real-life eras coexist simultaneously. Like Howard's Hyborian Age, it's a setting where all sorts of pseudo-historical adventures can take place without anything feeling out of place. In fact, this is justified within the lore of the setting - Gor is a planet located opposite the sun from Earth, and throughout history, the aliens running the planet (it's a long story) abducted humans from different cultures and brought them to Gor, restricting their behavior so that their cultures would stay relatively unchanged over time. Thus, you have a culture descended from the Vikings existing side by side with one descended from Greco-Roman traditions, and so on.

This means that one can get a pretty good idea of what several Gorean cultures are like by perusing the history of the groups they're based on. None of the cultures are an exact match, and some borrow more heavily from real life than others, but there is enough precedent for the different cultures that a newcomer doesn't necessarily need to consume a lot of exposition to get the gist. As a bonus, this also means that if a DM wants to do some worldbuilding of their own and introduce a new culture to their personal Gor, they can do so and have it make sense in the setting - they just need to find a culture Norman hasn't already covered.

They're even being meta
about it now.
4. Isekai

For those not versed enough in weebery, isekai is a Japanese word translating to "other world." It's used to describe stories where the protagonists come from a mundane world like our Earth, but are transported to a new, fantastic setting. It's become very popular in anime in recent years, but the term has also been used to describe classic fantasy stories like The Wizard of Oz or John Carter of Mars.

Gor is also a setting that lends itself to the isekai route. Those same aliens that abducted a bunch of historical people also routinely abduct modern-day humans, on a much smaller scale. Most of the series' protagonists are brought from Earth to Gor this way, usually as slaves, but sometimes for other reasons. This is useful for gaming purposes because it provides an easy excuse for PCs to not know everything about the setting.

A big reason isekai is so popular in anime is that it allows writers to portray fantastic worlds, but use protagonists the reader can relate to. This way, worldbuilding doesn't have to be delivered through long spans of exposition going over things the characters already know. The details of the world can be revealed to the characters at the same time it is revealed to the viewer. From a TRPG perspective, this would also allow for lore-dense settings to be introduced to players without requiring them to do homework in order to portray characters from that setting. A campaign in which the PCs are humans from Earth brought to Gor allows them to experience the world without it seeming weird if they get details wrong or don't know everything. And discovering more about the world can be a source of progression, allowing PCs to better understand the contexts surrounding them and their places amidst them.

This isn't a new concept in RPGs. Empire of the Petal Throne is known for the richly-detailed setting of Tekumel, which also boasts extensive worldbuilding elaborating on its cultures, social dynamics, mores, and customs. Many players have cited this as an obstacle, as they feel like they can't make characters who conceivably exist as a part of the setting without researching the lore. But this ignores how the setting worked in practice. MAR Barker would, famously, begin most of his campaigns where the PCs were foreigners arriving in Tsolyani lands for the first time. That way, they could discover the setting a little bit at a time, just as the players did, and gradually understand more and more of what was going on around them. A player in a Gor campaign wouldn't need to read all the books in order to understand the setting. Their character wouldn't have to know anything more than they did, and there would be established precedent for it.

5. Points of Light

All these points outline how Gor lends itself well to roleplaying. But what about specifically roleplaying games? Well, there's plenty for that as well. In the leadup to the fourth edition of D&D, Wizards of the Coast described the new default setting as points of light in a sea of darkness - a setting that mostly consisted of unexplored, inhospitable wilderness, with a few scattered, isolated islands of civilization. This way, the setting could feature exploration and high adventure, while still containing enough settled areas for parties to have a home base, as well as the possibility to get themselves involved in social intrigue.

It was a term that caught on, and it has been used to describe a number of different settings, with some noting it as the platonic ideal of an old-school D&D setting. It also happens to describe Gor pretty well. The social assumptions of Gor are grounded more in the ancient Greek polis than medieval feudalism. Each city is a self-sufficient unit with its own government, and its people consider themselves loyal to the city rather than to any higher-reaching state or culture. Cities rarely form colonies, and when they do, these colonies usually become independent once they reach sufficient size. This means that Gor does not really have anything comparable to a wide-reaching kingdom with centralized authority, and as such, there is plenty of wilderness in between the cities. This lends itself well to a campaign framework of traveling from a city to adventure in the wilderness, and then either returning to the city or traveling to another along the road, both of which are often seen in old-school games.

This sort of thing.
6. Megadungeons

Another common feature of old-school campaign settings is the megadungeon - a single dungeon large enough to comprise the setting for an entire campaign, often explored over the course of multiple sessions, with the PCs returning to civilization in between. Some of the earliest campaign settings seem to have grown around a single megadungeon and its adjoining city, like Gygax's Castle Greyhawk. Conveniently, there are a couple of locations described in the Gor novels that resemble megadungeons, or could easily be adapted into them.

One of these is the city of Treve, located in the Voltai Mountains, which forms the setting for Witness of Gor. Treve is a heavily fortified city deep in the mountains, renowned as a haven of thieves and cutthroats; it relies on raiding other settlements for food. The city is only reachable from the air, or through a maze of underground passages, narrow crags, and outposts; even getting there entails braving many dangers. Beneath the city is an extensive network of pits, tunnels, and corridors used to hold prisoners, with traps to prevent their escape. Is there anything more OSR than a lawless city of rogues built atop a vast subterranean trap-filled dungeon?

The other is the Sardar Mountains, Gor's holiest site, and the home of the Priest-Kings, the insectoid aliens that style themselves as the god-like rulers of the planet (more on them later). Though the mountains themselves hold cultural importance to Goreans - they are the site of festivals held four times a year where all Goreans may gather to sell wares and settle disputes, and all Goreans are expected to make a pilgrimage there during their lifetime - the Priest-Kings themselves dwell in an underground complex of tunnels and chambers containing strange creatures (including the aforementioned golden beetles) and powerful technology off-limits to the general populace. Surely a campaign involving raiding the Sardar Mountains under the noses of the Priest-Kings could provide plenty of excitement and opportunities for OSR gaming.

I am this entire image.
All in all, I'm not surprised that so many early voices in the TRPG communities embraced Gor - the setting seems almost tailor-made for gaming, especially the sort of gaming that predominated in that era. I have no doubt that more than one DM at the time used the setting for their games. We know such a thing wasn't unheard of - Wilderlands of High Fantasy began as a campaign set in Tolkien's Middle-Earth before the PCs were teleported elsewhere, for instance. Surely people noticed the same points I did and realized how ripe they would be for gaming. And while the Gorean roleplaying community is largely more concerned with the bedroom than the table, a lot of what makes the setting appealing to one circle also makes it appealing to another. In the end, people into RPGs and people into BDSM aren't so different - and we can see that principle at play here.

We're almost done with this series, but before we go, I still have one post left in the tank - one devoted to things I personally find cool about Gor as a setting, now that all the theoretical stuff is out of the way. Until then, I wish you well!

Tuesday, October 10, 2023

The Magic of Rituals


I've found that it's hard to hit a sweet spot when it comes to designing magic systems for games. In many cases, setting rules and mechanics to what sorts of spells and magical effects can be used and how they work makes sense for the purposes of gameplay, but on the flip side, making magic follow too many rules can make it feel less...well, magical.

To me, the defining feature of magic is that it can't be explained by science. It's wondrous and exotic and strange, and the more rules are attached to it, the less magical it becomes. I find that, per rules as written, magic in D&D runs the risk of falling into mundanity if players are too accustomed to thinking of their spells as reliable tools they can fall back on. This is especially bad if you treat things like spell slots and discrete and identifiable spells as diagetic representations of how magic actually works from an in-universe perspective. It worked for Jack Vance, sure, but to me, a wizard who talks about how many spell slots he has left per day is only one step away from a Jedi throwing around his midichlorian count, and nobody wants that.

I prefer to think of magic systems in games as a way of streamlining the abstract. Magic doesn't really work exactly the way it does in the game rules; that's just a way to represent the complicated business of manipulating the fabric of reality itself. Spells taken from a list are just the sort of tricks and enchantments a particular magician has mastered and knows how to reliably perform, and spell slots are just a representation of how much mental stamina one can call upon before needing time to rest. However, all that is is reflavoring things, and that doesn't really fix the problem of magic being too defined and mechanical. I do like the 5e Sorcerer's metamagic abilities, which make magic more fluid, multifaceted, and customizable, implying there isn't a finite list of magical effects that can be achieved. And there is a part of me that's contemplated rewriting the magic system entirely to something more like Ars Magica, as some bloggers have done - but I'm not quite that insane.

But what if magic was divorced from game mechanics entirely?


The Book of Ebon Bindings is a fascinating book. Published in 1978 as part of the Empire of the Petal Throne line, it's one of the first third-party supplements for D&D. It's also one of the first system-neutral RPG materials. The book is a collection of spells revolving around summoning and controlling demons. But none of it is in the form of game rules.

That's because The Book of Ebon Bindings is written entirely in the form of an in-universe grimoire, putting it somewhere between a rulebook and a literary hoax. In order to transport yourself to another location, you don't expend a 4th-level spell slot with material, somatic, and verbal components. You have to make a circle of white ashes, draw the Symbol of the Rising Planet and write the Name of Tsu'untla in red chalk, erect a pedestal on which is placed a box of black wood, a round censer, a dagger of iron that has never tasted blood, and a wax candle, and release a drop of blood from your finger at each step taken around the circle to summon Lord Ge'en, the Eater of All. In order to cast the spell, the PCs have to go out into the world and do that stuff.

The dedication on display in Ebon Bindings is truly impressive - there's absolutely nothing that indicates it's a work of fiction or intended for gameplay; even the introduction is written as though by a translator explaining the choices they made rather than by a game designer describing its utility at the table. You could put it next to the Key of Solomon and someone unfamiliar with Empire of the Petal Throne would think that the two works belong to the same genre.

It's a fascinating concept for a book, and one I'm surprised we don't see more of. I'm amazed that something like this somehow went completely unnoticed during the Satanic Panic, and I respect the sheer audacity it must've took to publish something of the sort. But it also highlights how rituals are ripe for possibilities with gameplay.

If the PCs have to perform a ritual, it comes with its own quest hooks, necessitating that they gather the components before they can even cast the spell at all, and some of those might require expeditions of their own. Alternatively, there can be a level of resource management in keeping the components for a ritual at hand, and what might be available to the PCs might limit what options are available for spellcasting. Even determining what needs to be done for the ritual itself could be a quest, entailing poring over tomes of lost arcane knowledge and having to decode their text. The consequences of failing a ritual, or making a mistake in one step or another, could create more problems for the players. If enemy casters must perform rituals as well, it gives the PCs the chance to interfere in their efforts and stop a powerful spell from being cast before it's too late. And, above all, it restores the mystic, unknowable qualities of magic and makes those front and center in gameplay.

There's plenty of spells in 5e that can be cast as rituals. Perhaps, if a DM wants to encourage players to use rituals, they could remove the option to cast these spells on the fly, forcing players to think in terms of having the time and materials to set up the spell they want to cast. It would likely impact the pace of a campaign; rituals take time, and setting them up would take even more time, so magic-users wouldn't be able to act as quickly. I personally feel like using a mix of immediately castable spells and rituals that require a longer period of preparation (particularly for more powerful spells) is the right middle ground to circumvent this, but I suppose a DM and a group that's prepared for the challenge could run a campaign where all magic is done through rituals.

But an added benefit of using the narrative to determine if, how, and when a spell can be cast means you're not bound by game mechanics. If there's no numbers, stats, or tags associated with casting a spell, you can get them from all kinds of sources, whether they were designed for the edition you're playing or not. You can use narrative rituals from any game in any system, or even from sources outside of roleplaying games. See a neat ritual in a movie? Your PCs can cast it - all they need are the right components and the right actions.

You can even go straight to the source and have players go through the steps of setting up rituals from actual historical grimoires. Because these sorts of things tend to have fallen into the public domain, you can find plenty of texts online that can be pilfered from, and in each you'll find plenty of spells that you can have your PCs do just by performing in-universe actions. If your players want to learn who has stolen a certain object, have them suspend a sieve from a rope that was used to hang a man, spin it around a brass basin filled with water while stirring it with a laurel twig in the opposite direction, and recite the right incantations until the culprit's face appears in the water. If it worked for 14th century Italians, it'll work for your party.

It seems like such a simple solution to the problem of magic you would expect it to be proposed more often. In fact, this sort of thing was being done for almost as long as RPGs as we know them were a thing. When it comes to devising a magic system that feels more magical without throwing too many new rules at the players for them to understand, you can't go wrong with rituals - especially when you can get plenty of adventure out of them in the process.