Managed to dig up a bit more of the commentary to Appendix P for that parralel world RPG 'River of Shadows'. Including some stuff about CharGen this time. It's all frustratingly incomplete.
Millers Crossing – The Cohen Brothers
Millers
crossing is an origin point of, and continual influence on, Stuarts hat
obsession. His belief that character generation must begin “from
the head down, or, if possible, from the hat down” has been
repeated in multiple interviews.
The
connection of hats with a society obsessed by status, honour and
deception is clearly influenced by the film. Character type and hat
type have always been regarded as the same thing in every edition. It
has always been possible to identify NPC types via hat types. (Unless
a deception is being attempted.) Loss of hat has always been a
character fate slightly worse than death. Total Party Hat Loss or
TPHL is the nightmare scenario for any game. Games almost always end
after such an event. Friendship groups outside the game will usually
break up for a year or more after a TPHL, sometimes permanently.
Most readers will be familiar with Stuarts obsession with hats and hat-related
cultures (indeed the 25 pages of random hat tables in the first
edition could hardly leave one in any doubt of this) and his often
repeated remarks that he should have “lived before Kennedy died”.
However, few know that due to the disproportionate size, and unusual
shape of, his head, Stuart has never been able to wear a hat with any
aesthetic success. The cumulative psychological effect of this
frustrated desire must have been a powerful engine behind the
development of ROS.
Afghanistan,
a Cultural and Political History by Thomas Barfield
The
rivers run dry into the sand. The routes are embargoed, the roads
overgrown by grass. The gem lies uncut from the stone. Chains bar the
roads, drones haunt the skies. In the final corners of the earth and
the Sargasso of empire, the only export remaining is war.
The
development of conflict itself as a kind of product, an investment of
last resort, seems unique to the game. Stuarts cross-linked equipment
lists which connect the prices of items above and below the earth
have never been bettered.
Critics
have claimed that the equations used to link the lists together in a
reciprocal manner are unstable, following the pricing arrangements
long enough will lead to wild swings in costing and ultimately lead
to the PC's becoming net importers of gold into the underspace.
However this instability-leading-to-collapse is clearly a deliberate
part of the design.
Stuart
may be the first RPG creator to use notion of the Vertical
Archipelago to explain apparently inconstant economic and environment
factors in the game space. In nations, like Afghanistan, with
dramatic mountain and valley ranges, the shifts in elevation and the
micro-climates created by steep valleys means that goods produced by
very different environments can be combined in very small areas.
In
particular, Barfields description of ripe, locally grown melons being
sprinkled with fresh falling snow in Kabuls winter market seems to
have been stolen directly from the book.
A
Paradise Built in Hell – Rebecca Solnit.
The
Anarchist City of Solint ( with the reversal of two letters in the
name) was clearly named after the writer. The desperate red-flagged
flavela, crawling starfish-like in the ruins of the dystopia it will
one day become has been a favourite of players since the 1st
Edition supplement 'Traitor Of The TimeCity'.
Solnit's
(the writer) book also inspired the unusual social system shown in
'Traitor'. The citizens of Solint (The city) live every day knowing
that the city they are fighting to create will eventually become a
vast and corrupt Megopolis, which will then be destroyed in a
cataclysmic war whose weapons will shatter time itself, driving the
citycorpse in splinters back into its own history like bullet
fragments in flesh.
They
are also continually assaulted by burnt and voided living memories.
Victims of the city's destruction in the far future. Warped and
harried ghosts, hurled through the fires of their own destruction to
desperately haunt an age long before their own. Mad and grieving they
hunt their own ancestors through the ruins.
Despite
(or as we can see from Solnits (the writer) book, because of) the
continual physical, moral and psychic threat under which they live,
the citizens of Solint (the city) are utterly heroic, selfless and
brave. That this effect was achieved without numbing the more human,
individual, personality-driven aspects of the setting is worthy of note.
Later versions of the same supplement have not shown the same elegant
synthesis.
The
Insurgent Archipelago by John Mackinley
Enemies
in the final levels are usually complex formations driven buy the
unexpected blow-back from earlier, successful missions. As the
players defeat enemies and force order onto the game-world, they
discover that the imposition of order, regularity and system does not
remove chaos but instead fragments it into strange new forms living
in, and expanding, the proliferating gaps in newer more complex
systems.
Dungeons
invert to become city’s. Castles twist slowly into the earth and
become new dungeons. By this point the PC's have assumed incredible
new powers but their increased knowledge of the unseen consequences
that can result makes them afraid to use any of them to the fullest extent.
The randomised knock-on effects of high level spells make them all
but impossible to cast. The last lines of high level verse must be
curled back into the first in order to avoid catastrophic loss and to
avoid risking the end of the game. This is almost impossible to
achieve, due to the lyrical density required. Many players choose to
leave the game at this stage.
I have been chewing on your ROS stuff since you posted it.
ReplyDeleteI still am, but I wanted to say that this is fantastic.