Showing posts with label Dragon Magazine Article. Show all posts
Showing posts with label Dragon Magazine Article. Show all posts

Monday, February 5, 2018

Ratik, as Far as that Goes.

Yesterday my brother was looking at the World of Greyhawk map and he noticed the land of Ratik. He was curious about the little nation, and I'll be honest here, I was too. In my years of running in Greyhawk I never ran across the province as I tend to focus south of the Nyr Dyv and out west towards the Sea of Dust.

Ratik was new territory for me to explore; and the thing is, Ratik appears to be new territory for everyone else too. As best as I've been able to tell it was only mentioned in four places: (1) the World of Greyhawk Boxed Set, (2) in an article in Dragon 57, (3) the Living Greyhawk website, and (4) the Living Greyhawk Gazetteer. That's not a lot of information to go on.

Mounted Knight by Arthur Pyle

In the World of Greyhawk Boxed Set (pg. 32) the Archbarony is revealed to be an offshoot of Aerdi and to be a province ruled by the rather competent Ratik line. They have strong connections with the dwarves and gnomes of the area and are respected by the raiders and nomads surrounding them. When the hordes of humanoids began attacking Ratik not only weathered their advances but drove them out of their lands. Unfortunately this sent the humanoids south into the Bone Marches where they wrecked havoc.

Aside from the prosperous logging industry the only aspect of the Ratik description that I found worth noting was that in the north Ratik woodsmen were armed with bows and patrolled that boarder while in the south "hillrunners" were equipped with slings and watched the southern boarder. 

The article from Dragon 57, Developments from Stonefist to South Province by Gary Gygax, (pg. 13 - 16) is largely a battlefield report. While there are some interesting tidbits here it largely points towards the steady development of the fractious area without anything all that substantive given away. The only thing that I found interesting was that the dwarves in the Rakers (the mountain chain to the west of Ratik) are largely holed up in their mountainous fortresses as they are being besieged by gnolls and like-minded humanoids.



After this all I found on the area is from the Living Greyhawk website and Gazetteer (pg. 88 - 91) which largely express the same information though with the Gazetteer providing more depth to the reader. Our leader is now Lady Evaleigh of Ratik and the barony is now completely divested from Aerdi. To be perfectly honest, while this provides the reader with the most information on the area from any of the sources I have it's largely a mess. This brings up one of the problems that I have with the Living Greyhawk Gazetteer. While it provides players with some of the most current information on the setting as of its publication it also tends to feel a bit like the authors are attempting to throw everything they can think of at the players. It makes things feel rushed and discombobulated at times (especially in less developed areas like Ratik). 

So that's as much information as I have on the nation of Ratik. If anyone else has anything to add from any of the official sources (Living Greyhawk, modules, the magazines, and so forth) please let me know because I would love to continue fleshing out the little nation-state. 

Sunday, August 11, 2013

James M. Ward, I Want to Play at Your Table!

After I had been running for a few years I began to have some issues with style. You see I had this glorified image of the perfect Dungeon Master in my mind and it deeply bothered me that I was coming up short. In my mind the perfect Dungeon Master knew all the rules and held to them by the letter. He was creative, but only within the confines of the well defined parameters of the established game. 

For six months I tried to pull that line and hold to it. I studied the rules, the errata, and even got certified by Wizards of the Coast to be a Dungeon Master. But my games weren't coming together the way that I thought they should. Here I was trying my damnedest to remember every rule from over 900 pages of text and I was finding myself stammering. My game began to deteriorate and the world that I had worked so damned hard to create was falling to pieces all because I had forgotten the most basic of rules: the rules of Dungeons and Dragons are just guidelines, not scripture set in stone. Use what you want, discard the rest, and remember to enjoy the game.

It was around that time that I read an article by James M. Ward titled Magic and Science Are They Compatable in D&D? (Dragon Vol 1, No 1, pg 8 and 10). The article started a renewal in my creative juices and reminded me that just because Monte Cook thinks the game should be played this way or Gary Gygax thinks it should be played that way doesn't mean that my way is wrong. 
I believe it is a real mistake to think that just because there is a world created by D & D type thinking where magic and magical monsters exist, there is no room for technological type devices and all they imply. Many times while discussing rules with other judges and players I have heard statements like “magic and its uses denies science and its uses.” I myself usually loudly clamor that, “a lightning bolt wand is just a static electricity generator,” or, “many magical potions are simply advanced chemical formulae,” but my words are usually swept away in the magic tide. In response to this, I created a race of people who had transported their Island land Atlantis to another nearby dimension. This race called “Artificers” has a high degree of technology and are very aware of magic and have devices to counter any magical effect. I present some of their creations to those who have some players in their game that are too powerful and need a challenge.

There are three powerful devices used all the time by the Artificers: a hand held weapon much like a small catapult made of unbreakable crystal and spring steel, a mobile “blue sphere,” and a computer. The pistol shoots a two inch sphere for a maximum range of 50 yards. These spheres only upon being released from the pistol emit their stored power on contact . . . (Dragon Vol 1, No 1 Ward pg 8)
 I love the cantankerousness of these two paragraphs.  In the first Mr. Ward is talking about how he's always drowned out by those who would hold that magic eliminates technology and then goes on to argue his point with a simple, but intelligent argument that would actually hold more water in my campaigns than most others I've heard. Then he creates a race (whose name I hate) and technological devices to fuck up those that are drowning him out with their incessant ramblings.

By god the man could be family!

At any rate, after reading the article I was reinvigorated and went back to my game with a new perspective on my hobby. And a new item to add to my bucket list: I want to game with James M. Ward.

The Trouble with War

 Recently I introduced a war into my home game. Two factions aligned against each other and they began fighting in the capital of Bissel, Th...