Tuesday, April 28, 2026

2026 - A Deep Cleansing for Mythos Machine

It’s been a busy 2026 so far here at Elthos HQ. If the Mythos Machine were a physical engine, for most of the year you would have seen the floor would covered in oil, bolts, and spare parts I realized I didn’t actually need, or wanted to remodel for better efficiency.

From wrestling with the "ghosts" in Microsoft SQL Server to streamlining how GMs manage their worlds, this spring has been all about database coherency, data cleansing, and UI polish. Here’s the breakdown of what’s been happening under the hood.

The Great Database Scrub

I’ll admit it: I’m a bit of a neat freak. Over the years, a few inconsistencies crept into the database schema. While it wasn't breaking anything, it was making future automation look like more of a headache than it should be.

  • Coherency Update: I renamed 19 columns across 7 tables and updated all related stored procedures. Everything is once again "nice and neat and clean and shiny."  Now while in a single sentence that makes it sound like an easy task.  Not so, friends!  Not so.  It was a trail by blood and fire.  But in the end, with clever SQL methods I invented for this purpose, I finally managed to not only update the database and make it squeaky clean, but I updated both Test and Production with the changes (also not as easy a task as it sounds from a distance).  Done! 

  • The SQL Server "Identity Jump" Saga: A while back, maybe a year ago or so, I went down the rabbit hole of why IDs were jumping by 1,000 or 10,000 after server reboots.  It annoyed me that these jumps effectively meant I would have fewer rows available in my database tables.  I blamed fiendish Microsoft for "stealing" my table's maximum sizes.  Those bastards.  However, my "fix" (using RESEED) actually created a subtle bug with orphaned records in cross-reference tables. Lesson learned: I’ve removed the re-seeding, fixed the orphaned record logic, updated all tables involved, and testing shows everything is now perfectly aligned.  Meh, ok.  You win this round Microsoft!  Bastards.

Making Life Easier for GMs

The goal of the Mythos Machine is to do the number crunching for you so you can focus on the characters and story of your World(s). We’ve made a few quality-of-life updates to that end:

  • Adventure Group Filtering: In Player Mode, GMs with dozens of NPCs were getting buried in a single long dropdown list. You can now filter characters by Adventure Group, making it much faster to find the right sheet in the heat of a session.

  • Weapon-Skill Cloning: Fixed a bug where cloning a world into a new genre would occasionally miss weapon-skill combinations. It now correctly pulls from your specific world parameters rather than defaulting to the Elthos base world.

  • Information Screen Revamp: We’ve moved player functions over to the Player Mode page, leaving the Info screen cleaner and more focused.

AI & Technical Tweaks
  • AI Image Generation: Our AI host changed their backend, which broke the "Place AI Image" generation tool. I’ve refactored the code, and your world-building visuals creation thingie is back online.  Nice.

  • The "Body Things" Logic: Previously, if you removed a metal shield while the "Body Things" store was selected, the shield would get "sold" into the body store (which made for some very confused merchants). Now, natural items are simply dropped instead of cluttering up the biological inventory.  After removing a Body weapon or armor from a character I then found that I had to go delete the darn thing from the Body Things store.  Meh.  Now it's much cleaner and less confusing.

  • Session Management: To counter some aggressive ISP timeouts, I’ve shortened the "keep-alive" heartbeat to 4 minutes and 20 seconds. I am hoping this will help prevent timeouts from ending your session prematurely.  Time will tell.  Haha, get it?  Time will ... um ... okay, never mind.

It feels good to have the machine running lean and mean again. These foundational fixes pave the way for some much larger automation features I have planned for later this year.

Happy Gaming!

To learn more about Mythos Machine (and you definitely should), please visit my website where I talk about Elthos RPG and Mythos Machine at length.

https://Elthos.com

Wednesday, December 31, 2025

Two New Elthos Meta-Game Supplements

Here are my two new Elthos Meta-Game Supplements!  I really wanted to get them on DTRPG in time for the new year (2026) and here they are!  :D

Elthos Meta-Game Elkron-Player Strategy Guide (Free)

The Elkron-Player Strategy Guide whispers as you play: What is your Elkron's purpose?

This is the Strategy Guide for Players of the Elthos Meta-Game, offering inspiration for the journey. It provides thoughts and considerations on defining your Elkron's divine nature through alignment and element, crafting a mythic trajectory across the Five Ages, and designing Seeds of Destiny that echo the great classical themes, from the ancient Sumerians through to modern fantasy such as Tolkien's Silmarillion. While the Elthos Meta-Game Core Rules decide which Elkron prevails, this guide intends to help ensure that the bards, priests, and chroniclers of your Shared World will remember the story your Elkron told about themselves throughout the game.

https://www.drivethrurpg.com/en/product/550606/elthos-meta-game-player-strategy-guide

Elthos Meta-Game GM-Referee Strategy Guide ($18)

The GM-Referee of the Meta-Game is not merely the arbiter of rules. You are an architect of mysteries, a keeper of cosmic secrets, and the conductor of an epic that will echo through the ages.

This guide is for your eyes only. It is a forbidden tome that transforms your role from neutral referee into something far more profound. Within these pages lie the hidden contexts, the philosophical foundations, and the strategic tools you need to elevate your Meta-Game from mere collaborative world-building into genuine mythic drama.

Learn how to engage your players in the creation of your new Shared World's mythos. Discover what lies beneath the surface of the Cosmic Wheel, and how the Elkron's perspectives are formed by their dance across the Orphic Sphere. Master the art of pacing revelation, orchestrating drama, and Gamemastering the epic conflicts that will make your Shared World unforgettable.

This is not a rulebook. This is the philosophic context that will help you guide your Elkron-Players through a story worthy of the gods themselves. Your players should not read this. Hence the intentionally high price point in the Elthos Book store. The goal is to let the GM-Referee know the book exists, but put up enough of a barrier to mitigate the chances that the Players will download it and spoil the surprises in store for them. If you are going to be a Player in the Meta-Game, and not the GM-Referee, do yourself a favor and do not read this book. It would be a pity to spoil the game for yourself.

The Elthos Meta-Game Core Rules are required to use this guide.

Note: if you as GM-Referee cannot afford this book, but you intend to run the Meta-Game, do not worry. Just reach out to me and I will be happy to send you a complementary copy of the GM-Referee Strategy Guide for free to whatever return email address you provide. No strings attached.

https://www.drivethrurpg.com/en/product/550957/elthos-meta-game-gm-referee-strategy-guide

Friday, December 12, 2025

Introducing Elthos Meta-Game

 Elthos Meta-Game Core Rules Book

Now available on DTRPG!

Elthos Meta-Game Core Rules on DriveThruRPG

The Elthos Meta-Game is a collaborative world-building RPG where GameMasters unite to create a shared World governed by a common pantheon of Elkron (Zodiac-bound deities / powers) they personally embody. As divine architects, GMs wield Kismet (cosmic essence) to shape the world's terrain, races, and prophetic quests across five Ages, from primordial creation to the apocalyptic God War.

The primary objective: forge a cohesive shared world where your Elkron's history, mythologies, alliances, and rivalries provide the foundation for interconnected RPG campaigns to be Gamemastered by the Elkro-Players during the Age of Heroes. Seeds of Destiny, divine wagers on heroic quests, link the outer meta-game to inner campaign play, ensuring every adventure enriches the collective mythology.

Whether running quick dice-driven sessions or epic multi-year sagas, this system delivers deep world-building with mythic coherence with exhilarating game play. The 66-page PDF includes complete mechanics, hex maps, and appendices.

Gather your fellow GMs, ascend as Elkron, and craft legends together!

Thursday, July 17, 2025

Elthos RPG Overview


Elthos RPG: Core System and Mythos Machine Briefing

This briefing document summarizes the core tenets and key mechanics of the Elthos Role Playing Game (RPG) and its supporting web application, the Mythos Machine, drawing primarily from the Elthos Core Rules Book, Elthos.com website, and related materials.

I. The Elthos RPG: A Flexible, Story-Oriented, "Old School" System

The Elthos RPG is presented as a highly distilled, light-weight, and flexible tabletop role-playing game designed to "minimize grunt-work and maximize creativity." Originating as a "homebrew" in 1978, it carries a distinct "Old School" flavor, aiming to simplify and address issues found in early D&D systems.


A. Core Philosophy:

  • Simplicity and Fast-Action Play: The system prioritizes "simple-to-run, fast and exciting game play" by utilizing "tiny-numbers math." The default "One Die System" (ODS) uses a single 6-sided die for most actions, keeping "number-crunching required during play as minimal as possible."
  • Creativity and GM Empowerment: Elthos is explicitly "designed for Gamemasters who want to create their own Worlds of any genre or setting you can imagine." The rules provide a framework and examples, but the "creative aspects of World Weaving [remain] safely in your own hands where it belongs."
  • Flexibility and Customization: The system is "entirely customizable," allowing GMs to "configure your Worlds in an enormous number of ways" and define their own "Elements for your Worlds (Weapons, Armors, Skills, etc) with your own internal custom rules." It is explicitly "genre-neutral," capable of handling "From Troglodytes to Space Marines."
  • Balance of Story and Wargaming: Elthos seeks to "balance the story aspect with wargaming style tactical challenges for those who want both in their game." While encouraging "Descriptive Narratives" to enhance immersion, it also offers "Optional Rules" for more tactical combat.
  • GM Adjudication and "Do What's Fun": The system does not attempt to "create an individual Rule and/or Chart for every possible thing." Instead, it relies on the GM to make "appropriate judgment calls wisely" and "retro-fit the events and circumstances so that they make sense in the context of the World." The overarching principle is "do what's fun."

B. Core Mechanics: The General Resolution Matrix (GRM) and One Die System (ODS):

  • Single Resolution Mechanic: All questions of success and failure, including combat, non-combat skills, and mystic powers, are resolved using a "single General Resolution Matrix (GRM)."
  • Difficulty vs. Skill Level: The GRM determines the "Chance To Succeed (CTS)" based on the relationship between a Character's "Skill Level" (or "Attack Level" in combat) and the "Difficulty Level" of the task (or "Armor Class" in combat).
  • 1d6 Default ("One Die System"): By default, players roll a single 6-sided die. A roll equal to or higher than the CTS value indicates success. A "6 is always considered a success, while rolling a 1 is always considered a failure."
  • Optional Dice Systems: For a "more nuanced gaming experience," the rules include "Optional Dice System for using two, three, or four 6-sided dice." These systems have different GRM Roots (e.g., 7 for 2d6, 11 for 3d6, 14 for 4d6).
  • Tiny Numbers Math: Most numeric lists and modifiers range from 1 to 6 (for 1d6 system), making calculations quick. Even small differences in levels or requisites have a significant impact.
  • "ODS Bound" (Optional): This optional rule limits key variables like Attack Levels and Armor Classes to a range of 1 to 6 to keep in-game math "ultra-light" and ensure "a good old lucky shot isn't always possible" for weak characters, and strong characters can still fail.

C. Character Generation Highlights:

  • Races: GMs can create their own races, each with typical levels, requisite ranges (Strength, Wisdom, Dexterity), and movement points. Player characters typically choose from "Human," "Dwarve," "Elve," and "Halfling."
  • Requisites (ST, WS, DX): Characters have three core requisites (Strength, Wisdom, Dexterity) ranging from 1 to 6, each providing a bonus (-2 to +2) that affects damage, life/mystic points, or armor class. Requisites can be generated randomly, assigned from a point pool, or allocated.
  • Adventure Classes: Characters select a class (Thief, Fighter, Spell Chanter, Cleric) or a "Freeman" class (no requisite requirements, but skills cost double). Multi-classing is possible.
  • Character Level: Represents proficiency and confidence, increasing with "accumulated (successful) Experiences." New levels grant skill/mystic point improvements and additional Life/Mystic Points.
  • Heritage & Starting Money: Determined by a 1d6 roll, influencing starting wealth and social status.
  • Skills and Mystic Powers: Learned by spending "Skill Learning Points" (SLP) and "Mystic Learning Points" (MLP) gained at each level.
  • Primary Skills: Class-specific, used at Character Level +1, and earn "Prime Experience."
  • Elective Skills: Can be learned by the class, but earn "Elective Experience" (less than prime).
  • Unlearned Skills: Used at 1st level (or 1/3 Character Level with optional rule).
  • Mystical Skills (Heroic Feats & Kung Fu): Allow for the expenditure of Mystic Points to augment skill effects.
  • Armor System: A detailed system where armor affects not only "Armor Class" (chance to avoid being hit) but also "Dexterity Modifier" (DXM), "Damage Absorption" (DAB), and "Movement Modifier" (MOV).
  • Trade-offs: Wearing heavier armor increases damage absorption but typically reduces dexterity and movement, impacting attack level.
  • Key Terms: ACM (Armor Class Modifier), DXM (Dexterity Modifier), DAB (Damage Absorption).
  • Customization: GMs can configure armors, including their ACM, DXM, DAB, and MOV values, within the Mythos Machine. The tutorial highlights how selecting different armor types (leather, chain mail, plate mail) involves strategic choices for players balancing defense against mobility and attack efficiency.
  • Weapons: Categorized by type (Light, Medium, Heavy, Mystic) with associated Damage, Damage Bonus, Attack Level Modifier, and cost. Ranged weapons have optimal indoor and outdoor ranges.
  • Life Points & Mystic Points: Calculated based on Character Level multiplied by Strength or Wisdom requisites, respectively. These represent physical and mystical endurance. Negative points lead to detrimental effects, including unconsciousness and even death/brain death.
  • Mystic Attack Level (MAL) & Mystic Armor Class (MAC): Determined by Character Level + Wisdom Bonus, used for resolving mystic combat.

D. Combat & Skills Usage:

  • Narrative vs. Tactical Combat: GMs can switch between descriptive "Narrative Combat" and more detailed "Tactical Combat" using maps and defined rules.
  • Experience Gains: Awarded for successful skill and power use, and for defeating opponents. Calculations are provided for both combat and non-combat experience, with an "Experience Gain Multiplier" to moderate advancement speed. Combat experience is generally shared among the victorious party.
  • Recuperation & Channeling: Life and Mystic Points recuperate over nights of sleep. Characters can "Channel" Mystic Points into Life Points (and vice versa) in emergencies, but with potential negative consequences for negative Mystic Points.
  • Mystical Powers: Spells (for Spell Chanters) and Miracles (for Clerics), powered by Mystic Points. Mystic Powers have properties like Range, Duration, Effect, Geometry, and Cast-Time, all customizable by the GM.
  • Flexibility in Casting: Mystics can "shape the casting" by adding "Bonus MP" to increase a power's MAL, Damage, Range, or Duration.
  • GM Crafting: GMs are encouraged to create new mystic powers by defining their properties and assigning a "Power Level."
  • Alignment System (Hidden): A "math-based Alignment System" is mentioned as secretly embedded in the core rules, influencing "Avatar Powers" granted for high alignment scores.
  • Tactical Combat Rules (Optional): Detailed rules for movement, zones of control (ZOC), positional attack level modifiers (PALM), total defense, and shielding, designed for map-based combat. ZOC is particularly significant for controlling space and forming "Extended Battle Lines."
  • Critical Hits & Fumbles: Resolved by rolling additional dice after an initial 6 (Critical Hit) or 1 (Fumble), leading to enhanced success or catastrophic failure. Optional rules can modify the likelihood of these events based on character level.
  • Disengaging & Subduing: Rules for attempting to escape combat or subdue an opponent without killing them.

II. The Mythos Machine: The Digital GM Companion

The Mythos Machine is a "browser-based web application" that complements and supports the Elthos RPG, providing a "comprehensive and fully integrated Gamemastering Toolbox and World Weaver's Studio."

A. Key Features and Mission:

  • Game Prep Services: Seamlessly integrated with the Elthos rules, it handles "number crunching," helps "structure your World's places, campaigns and adventures," and acts as a "record keeping butler."
  • World Creation and Configuration: Allows GMs to "create, configure and maintain your Worlds Online" in any genre, populating them with custom "Weapons, Armors, Races, Classes, Items, Spells, Cultures, and other 'Things'."
  • Character Generation and Management: Players can "easily generate their Characters" according to the GM's world configuration, "maintain the ongoing histories of their Adventures, and keep notes." The Mythos Machine "performs all of the Elthos RPG calculations required to do so."
  • Time-Saving and Organization: Aims to "Save time. Focus on the creative aspects of your game. Keep a searchable record of all characters, places, campaigns and adventures in your worlds. Have fun!" It is described as a "great organizer and time saver."
  • Sharing and Community: GMs can "share your creations with other GMs on the system if you so choose," fostering a "Mutual Collaboration Society."
  • Evolutionary Service: The Mythos Machine is "intended to continuously improve over time, so what it does today is likely only a glimmer of what it may do tomorrow."
  • Not Required for Play: While a valuable asset, the Mythos Machine is "not at all required for you to enjoy the Elthos RPG," as the Core Rules Book provides everything needed for "Pencil & Paper Tabletop RPGs."

B. Two Core Aspects of the Mythos Machine:

The World Weaver's Studio:World Building: Enables creation, configuration, and population of worlds with custom "Things" (Races, Classes, Equipment, Cultures, Currencies, Skills, Mystic Powers, etc.).
Story Tracking: Allows creation of a "hierarchal tree of Places, Campaigns, Adventures, Events" to record game stories and determine experience gains.
The Gamemaster's Toolbox:Character Management: Supports online character generation, assembly into "Adventure Groups," and "Auto-Generate entire Adventure Groups by Race, Class and Level."
Print Reports: Provides "Print Reports" for adventures, characters, and combat trackers, usable for "local or virtual use."

III. Key Themes and Important Ideas:

  • GM-Centric Design: Elthos strongly emphasizes the Gamemaster's role as creator, adjudicator, and storyteller. The system provides tools and a flexible framework, but the "World Weaving" is firmly in the GM's hands.
  • Simplicity vs. Nuance: A recurring theme is the balancing act between simplified mechanics (e.g., ODS, tiny numbers) for fast play and optional rules (e.g., multi-dice GRM, tactical combat) for greater detail and nuance. GMs are encouraged to tailor the complexity to their group's preferences.
  • Narrative Focus: Despite its "old school" wargaming roots, Elthos encourages "Descriptive Narratives" from the GM to enhance player immersion and bring the world to life, moving beyond mere statistical reporting. The concept of "Retrofitting Dice Rolls to the Story" reinforces this.
  • Customization is King: The extensive customization options for races, classes, equipment, and especially mystic powers highlight the system's adaptability to any genre or setting the GM envisions.
  • Digital Assistance for Traditional Play: The Mythos Machine serves as a modern digital companion designed to offload tedious calculations and record-keeping, making the GM's life easier without forcing a digital-only playstyle. It streamlines the "grunt-work" so GMs can focus on creativity.
  • Strategic Player Choice: The design, particularly in combat and armor selection, aims to encourage "Smart Play" by making players consider trade-offs and seek tactical advantages. The armor system tutorial perfectly illustrates these strategic decisions.
  • Community and Collaboration: The Mythos Machine's "Mutual Collaboration Society" and "World Things Trading Post" suggest a vision for a shared ecosystem of creative content among GMs.

In conclusion, Elthos RPG offers a streamlined, customizable, and GM-friendly system for tabletop role-playing, heavily supported by the Mythos Machine to facilitate world-building and game preparation, all while promoting a balance between flexible rules and immersive storytelling.

Saturday, October 05, 2024

The Two Faces of Evil

Introduction

Throughout history, storytellers and philosophers have grappled with the concept of evil, seeking to understand its nature and its impact on humanity. In the mid-20th century, a group of influential authors - J.R.R. Tolkien, Owen Barfield, Aldous Huxley, and George Orwell - explored different facets of evil in their works, creating a fascinating tapestry of ideas that continue to resonate with readers today. These authors, who were contemporaries and in some cases knew each other's work, presented contrasting yet interconnected visions of the threats facing humanity and the world at large.

Let us delve into the juxtaposition of evil as it is  portrayed in Tolkien's "The Silmarillion," Barfield's "Unancestral Voice," Huxley's "Brave New World," and Orwell's "1984." We'll explore how these authors depicted various forms of evil, from the will to destroy to the desire for domination, and how these concepts relate to the political and social realities of their time and ours.

Tolkien's Silmarillion: The Will to Destroy vs. The Will to Dominate

In J.R.R. Tolkien's epic mythological work "The Silmarillion," we encounter two primary forms of evil that stand in stark contrast to each other: the Will to Destroy and the Will to Dominate.

The Will to Destroy is embodied by the characters of Ungoliant and Melkor (later known as Morgoth). Ungoliant, a primordial spirit of darkness, represents the most extreme form of this destructive impulse. Tolkien describes her insatiable hunger:

"But Ungoliant had grown great, and [Melkor] less by the power that had gone out of him; and she enmeshed him in a web of clinging thongs to strangle him. Then Morgoth sent forth a terrible cry, that echoed in the mountains. Therefore that region was called Lammoth; for the echoes of his voice dwelt there ever after, so that any who cried aloud in that land awoke them, and all the waste between the hills and the sea was filled with a clamour as of voices in anguish." (The Silmarillion, J.R.R. Tolkien, p. 81)

Ungoliant's desire is to consume and destroy everything, including the very fabric of creation itself. Melkor, while not as extreme, still embodies a destructive force that seeks to unmake or corrupt all that is good in Ilúvatar's creation.

In contrast, Sauron represents the Will to Dominate. Unlike Ungoliant and Melkor, Sauron doesn't seek to destroy the world, but rather to rule over it completely. Tolkien writes of Sauron's motivations:

"But Sauron had not served Morgoth, even in his last stages, without profit; he had been a great craftsman of the Maiar, and he retained much of the knowledge and skill that he had learned from Aulë. He had become a being of craft and magic, nourished with Morgoth's thought, and grown strong on the corrupted light of the Silmarils. He was a rebel, but he had learned how to use the power of his master for his own purposes." (The Silmarillion, J.R.R. Tolkien, p. 285)

Sauron's ultimate goal is not destruction but domination. He seeks to be worshipped and acknowledged as superior to Ilúvatar, the creator. This desire for adoration and vindication sets him apart from the purely destructive forces represented by Ungoliant and Melkor.

The conflict between these two forms of evil is as intense as their struggle against the forces of good. If Ungoliant were to succeed, she would destroy everything, including Melkor and Sauron. If Melkor were to triumph, Sauron's ambitions would be thwarted, as there would be nothing left to dominate but mindless thralls. Sauron's desire for worship and acknowledgment requires the existence of worthy beings whose adoration would validate his superiority.

This juxtaposition of evils in Tolkien's work presents a nuanced view of the nature of malevolence. It suggests that evil is not a monolithic force, but rather a complex interplay of competing destructive and dominating impulses. This complexity adds depth to Tolkien's mythological world and provides readers with a thought-provoking exploration of the nature of evil.

Owen Barfield's Unancestral Voice: Satan vs. Ahriman

Owen Barfield, a contemporary and friend of Tolkien, presents another intriguing juxtaposition of evil in his work "Unancestral Voice." Barfield draws on spiritual and philosophical concepts to contrast two forces of evil: Satan and Ahriman.

In Barfield's framework, Satan represents a "hot" form of evil, associated with physical destruction and the annihilation of mankind. This concept aligns closely with Tolkien's portrayal of Ungoliant and Melkor, embodying the Will to Destroy. Barfield writes:

"Satan is the spirit of destruction, of negation, of annihilation. He is the enemy of life itself, seeking to reduce all to chaos and nothingness." (Unancestral Voice, Owen Barfield, p. 143)

Contrasting with Satan is Ahriman, who represents a "cool" form of evil. Ahriman's goal is not physical destruction but the erosion of humanity's collective memory and spiritual essence. Barfield describes Ahriman's influence as follows:

"Ahriman works not through fire but through ice. His aim is not to destroy humanity outright, but to freeze the human spirit, to cut us off from our spiritual roots and reduce us to mere thinking machines." (Unancestral Voice, Owen Barfield, p. 156)

This cooler form of evil seeks to control and manipulate humanity by severing our connection to our deeper selves and our spiritual heritage. In this way, Ahriman's goals align more closely with Tolkien's portrayal of Sauron and the Will to Dominate.

Barfield's juxtaposition of Satan and Ahriman as fire and ice, the two primordial destroyers, offers a powerful metaphor for understanding different manifestations of evil. It suggests that evil can work not only through overt destruction but also through subtle manipulation and spiritual impoverishment.

Huxley's Brave New World and Orwell's 1984: Contrasting Dystopias

The theme of contrasting evils finds further expression in two of the most influential dystopian novels of the 20th century: Aldous Huxley's "Brave New World" and George Orwell's "1984." While both novels depict totalitarian societies, they present starkly different visions of how evil manifests in systems of control.

In "Brave New World," Huxley portrays a society where control is maintained through pleasure, comfort, and the erosion of individual identity. The World State's motto, "Community, Identity, Stability," masks a system that sacrifices human depth and meaning for superficial happiness:

"And that," put in the Director sententiously, "that is the secret of happiness and virtue—liking what you've got to do. All conditioning aims at that: making people like their unescapable social destiny." (Brave New World, Aldous Huxley, Chapter 1)

This form of evil aligns more closely with Barfield's concept of Ahriman and Tolkien's Sauron. It seeks not to destroy humanity outright, but to dominate it by stripping away what makes us truly human.

In contrast, Orwell's "1984" presents a world of overt oppression, constant surveillance, and physical brutality. The Party's slogan, "War is Peace, Freedom is Slavery, Ignorance is Strength," embodies a more aggressive and destructive form of evil:

"If you want a picture of the future, imagine a boot stamping on a human face—forever." (1984, George Orwell, Part 3, Chapter 3)

Orwell's dystopia more closely aligns with the destructive impulses represented by Tolkien's Ungoliant and Melkor, and Barfield's Satan. It seeks to crush the human spirit through force and fear.

These contrasting visions of dystopia can be seen as reflections of the political ideologies of their time. Huxley's "Brave New World" might be interpreted as a critique of consumerism and capitalism taken to extremes, while Orwell's "1984" is often viewed as a warning against totalitarian communism.

The juxtaposition between these works highlights two different but equally threatening paths that societies might take: one of mindless pleasure and comfort that erodes our humanity, and another of outright oppression and violence that seeks to destroy the human spirit.

Comparative Analysis: Threads of Evil Across Literary Landscapes

As we examine the works of Tolkien, Barfield, Huxley, and Orwell, we can identify common threads in their portrayals of evil, despite the distinct nature of their writings. These authors, all active in the mid-20th century, were responding to the tumultuous events of their time, including two World Wars, the rise of totalitarian regimes, and rapid technological advancements.

One striking similarity is the recognition of evil as a multifaceted force. Whether it's Tolkien's Will to Destroy versus Will to Dominate, Barfield's Satan versus Ahriman, or the contrasting dystopias of Huxley and Orwell, these authors understood that evil could manifest in various, sometimes opposing, forms. This nuanced view reflects the complex political and social realities of their era.

Another common theme is the corruption of power and the danger it poses to individual freedom and human spirit. Sauron's desire for domination, Ahriman's manipulation of human consciousness, and the oppressive regimes in "Brave New World" and "1984" all speak to the authors' concerns about the misuse of power and its effects on humanity.

The authors also share a preoccupation with the preservation of human essence or spirit in the face of evil. Tolkien's heroes resist the corrupting influence of power, Barfield warns against the erosion of collective memory, and both Huxley and Orwell depict characters struggling to maintain their humanity in dehumanizing societies.

It's worth noting the interconnections between these authors. Tolkien and Barfield were close friends and part of the literary group known as the Inklings. While Huxley and Orwell were not directly associated with this group, they were contemporaries whose works were widely read and discussed. Orwell, in fact, was a student of Huxley at Eton College, creating a direct link between these two dystopian authors.

These connections suggest a shared intellectual climate that influenced their thinking about evil and its manifestations. As Tolkien wrote in a letter to his son Christopher:

"The news today about 'Atomic bombs' is so horrifying one is stunned. The utter folly of these lunatic physicists to consent to do such work for war-purposes: calmly plotting the destruction of the world! Such explosives in men's hands, while their moral and intellectual status is declining, is about as useful as giving out firearms to all inmates of a gaol and then saying that you hope 'this will ensure peace'." (The Letters of J.R.R. Tolkien, Letter 102)

This quote reflects the authors' shared concern about the potential for destruction in their rapidly changing world, a theme that resonates throughout their works.

Conclusion: The Enduring Relevance of Literary Evil

The explorations of evil by Tolkien, Barfield, Huxley, and Orwell continue to resonate with readers today, offering valuable insights into the nature of malevolence and the challenges facing humanity. Their works serve as both warnings and calls to action, urging us to remain vigilant against the various forms that evil can take.

In our modern world, we can see echoes of these authors' concerns. The Will to Destroy manifests in environmental degradation and weapons of mass destruction. The Will to Dominate is evident in the concentration of power in the hands of a few, whether in governments or corporations. The erosion of collective memory and critical thinking, as warned by Barfield, is mirrored in the spread of misinformation and the challenges posed by artificial intelligence.

Similarly, elements of both Huxley's and Orwell's dystopias can be observed in contemporary society. The comfort-induced apathy of "Brave New World" is reflected in consumer culture and the addictive nature of social media. Meanwhile, the surveillance state and manipulation of truth depicted in "1984" find parallels in data collection practices and the phenomenon of "fake news."

It's crucial to recognize that these authors weren't merely writing fiction – they were grappling with fundamental questions about human nature and society. Their works challenge us to think critically about the world around us, to recognize the different faces of evil, and to consider our role in resisting them.

In conclusion, the juxtaposition of different forms of evil in the works of Tolkien, Barfield, Huxley, and Orwell provides a rich tapestry for understanding the complexities of malevolence. By presenting evil not as a monolithic force but as a spectrum of destructive and dominating impulses, these authors offer a nuanced view that remains relevant in our complex, modern world. Their enduring legacy lies not just in their storytelling, but in their ability to provoke thought and inspire vigilance against the myriad forms that evil can take.

As we face the challenges of our own time, we would do well to heed the warnings embedded in these literary works. For as Tolkien reminds us through the words of Gandalf:

"It is not our part to master all the tides of the world, but to do what is in us for the succour of those years wherein we are set, uprooting the evil in the fields that we know, so that those who live after may have clean earth to till. What weather they shall have is not ours to rule." (The Return of the King, J.R.R. Tolkien, p. 861)

I have written this in conjunction with an AI named Claude 3.5 Sonnet. I guided it with my prompts to cajole it, as I wish to cajole you, into thinking about the quesiton of evil. The essay is not an end point, with an answer as to what we should do, but a starting point, from which we can think, and learn, and come to understand the the threats that face humanity going into our brave new future. My hope is that by our effort, our thought, our deliberation, and our Will to Create, we can learn the methods and madness of our foes, and through understanding, find a way to overcome.

Tuesday, September 17, 2024

Elthos RPG Rules Key Mechanics


 Elthos RPG Key Mechanics

  • General Resolution Matrix (GRM): The GRM is the core mechanic of the Elthos RPG system, used to determine success or failure for all actions in the game, including combat, skill use, and mystic powers. It involves comparing an Attack Level (AL) or Skill Level (SL) against an Armor Class (AC) or Difficulty Level (DL). You always have a chance to succeed and a chance to fail, no matter the odds.

  • Chance to Succeed (CTS): The CTS is a numerical value on the GRM that represents the target number a player needs to roll or exceed on a single six-sided die (1d6) to succeed at an action. The CTS is calculated by adding the difference between the AC and AL (or DL and SL) to a fixed GRM Root value of 4. A roll of 1 is always considered a failure, even if the CTS is 1, and a roll of 6 is always a success.

  • Character Generation: Character generation involves several steps:

    • Selecting a Character Race: Each race has typical Level, Requisite minimums and maximums for Strength, Wisdom, and Dexterity, Movement Points, and special attributes.
    • Generating Character Requisites: Requisites, representing Strength, Wisdom, and Dexterity, are generated through Random Roll, Assignment, or Allocation, influencing a Character's abilities and potential.
    • Selecting an Adventure Class: Classes have specific Requisite requirements and influence the skills a character can learn.
    • Selecting a Character Level: Characters begin at 1st level (0 Experience Points) and advance through successful adventures, gaining new skills and abilities.
    • Rolling for Character Heritage: Heritage, determined by a 1d6 roll multiplied by 100, represents starting money and reflects a Character’s parent's social standing.
    • Learning Skills and Mystic Powers: Characters learn skills and mystic powers by spending Skill Learning Points (SLP) and Mystic Learning Points (MLP), which are awarded at each new level.
    • Selecting Character Armors: Armor provides an Armor Class Modifier (ACM) and may have a Dexterity Modifier (DXM), Damage Absorption (DAB), a Movement Modifier (MOV), and a cost.
    • Calculating Armor Class (AC): AC is calculated using the Total Armor Class Modifier, Total Armor's Dexterity Modifier, Modified Dexterity with Armor, and the Revised Dexterity Bonus.
    • Selecting Character Weapons: Weapons are categorized as Light, Medium, or Heavy, each with a Damage Bonus, Attack Level Modifier, and cost, influencing their effectiveness in combat.
    • Calculating Weapon Attack Levels: Weapon Attack Levels are calculated based on Character Level, Dexterity Bonus, the Weapon's Attack Level Modifier, and whether the weapon skill is considered Primary, Elective, or Unlearned for that Character.
    • Selecting Character Equipment.
    • Determining Character Life Points & Mystic Points: Life Points are based on Strength and Character Level, while Mystic Points depend on Wisdom and Character Level, both potentially modified by a Base Health Bonus at 1st level.
    • Determining Mystic Attack Level & Mystic Armor Class: Both Mystic Attack Level (MAL) and Mystic Armor Class (MAC) are calculated by adding the Character Level to the Wisdom Bonus.
    • Naming & Placing Characters: Players name their Characters and, in collaboration with the GM, develop a brief history and starting location within the game world.
  • Combat: Combat can be played Narratively or Tactically:

    • Narrative Combat: The GM describes the combat situation and environment, with players and enemies resolving actions using the GRM.
    • Tactical Combat: Utilizes Combat Maps to visualize character positions, ranges, and tactical options, requiring movement rules and more complex calculations.
    • Combat Experience: Awarded when an opponent or group of opponents is defeated. Experience Points are calculated based on the vanquished opponents' Levels divided by the victors' Levels, multiplied by an Experience Gain Multiplier (EGM), with each party member receiving an equal share.
  • Skills:

    • Skill Experience: Characters earn Experience Points (XP) for successful skill use, with the amount varying based on skill type (Primary, Elective, Unlearned) and Difficulty Level.
    • Primary Skill: Used at one Level above the current Character Level. They earn “Prime Experience” when used successfully.
    • Elective Skill: Start at Skill Level 2 and go up one Skill Level for every Level the Character advances.
    • Unlearned Skill: Always used at 1st Level.
    • Difficulty Level: The Difficulty Level for a skill is determined by its Difficulty Level Type, which can be Combat, GM Fiat, Helpers, Requisite Based, or Player Gambit.
  • Death & Damage:

    • Life Points (LP): Represent physical health; damage from attacks is deducted from LP. Falling to 0 or below LP results in incapacitation, with varying degrees of severity.
    • Mystic Points (MP): Represent mental and spiritual energy. Mystic attacks typically target MP, potentially leading to mental and magical impairment.
    • Recuperation: Both LP and MP regenerate at a rate of +10% per Character Level per night of sleep.
    • Channeling: Characters can transfer MP to LP (and vice-versa) at a rate of +1 LP per 3 MP (or +1 MP per 3 LP) in emergencies.
  • Mystic Powers:

    • Spells and Miracles: Mystic powers are categorized as Spells or Miracles, with each power having a Level that dictates its MP cost and learning requirements.
    • Mystic Combat: Uses MAL vs. MAC, with successful attacks usually inflicting Mystic Point damage.
    • Mystic Items: Mana Gems, Artifacts, and Relics are objects that hold and can enhance mystic power.
    • Mystic Power Crafting: GMs can create new Spells and Miracles by determining the values for Effect, Cast Time, Geometry, Duration, and Range.

Elthos RPG Comparison with other RPG Systems

Elthos RPG Comparison with other popular Tabletop RPG Systems in terms of rules efficiency

Core Mechanic:

Elthos uses a single d6 roll against a Chance to Succeed (CTS) for all actions. This is simpler than many other systems:

- D&D uses a d20 + modifiers vs. target number

- GURPS uses 3d6 roll under

- World of Darkness uses d10 dice pools

The Elthos system is quite efficient, as it uses a single die and a straightforward calculation.

Character Creation:

Elthos has a structured character creation process that's somewhat similar to other traditional RPGs. It's more detailed than some narrative-focused games (like FATE or Powered by the Apocalypse games) but less complex than systems like GURPS or Shadowrun.

Skills and Advancement:

The skill system in Elthos, with Primary, Elective, and Unlearned skills, offers a middle ground between very detailed skill systems (like GURPS or BRP) and broader approaches (like D&D 5e's proficiency system).

Combat:

Elthos offers both narrative and tactical combat options, which is a flexible approach. Many systems focus on one or the other. The combat system seems less complex than games like D&D or Pathfinder, which have many specific combat actions and rules.

Magic System:

The Mystic Powers system in Elthos appears to be more flexible and potentially simpler than the rigid spell lists in games like D&D. It's closer to systems like Mage: The Ascension or Ars Magica in its approach to magic creation.

Experience and Advancement:

Elthos uses a level-based system with experience points, similar to D&D, but with a more granular approach to skill improvement. This is more detailed than some systems but less complex than purely skill-based advancement systems.

Conclusion:

Overall, Elthos appears to strike a balance between simplicity and depth. It's more streamlined than highly complex systems like GURPS or Rolemaster, but offers more granularity than very rules-light systems like Lasers & Feelings or Risus.

The use of a single d6 for all rolls is particularly efficient, reducing the need for multiple dice types. The General Resolution Matrix (GRM) provides a consistent framework for resolving actions, which can help speed up play once players are familiar with it.

The system was designed to offer enough depth for satisfying character development and tactical play, while keeping the core mechanics relatively simple. This balance could make it more efficient than some popular systems, especially for groups that prefer a middle ground between narrative focus and detailed simulation.

 

Monday, September 16, 2024

My Version of "D&D's Unspoken Rules"

The Unspoken Rules of D&D

0. The Referee's Word is Law in the Game.

1. GM: RPGs are either shared stories about amazing heroes doing glorious deeds, or wargames in which bad luck can derail everything, and often does. It is statistically impossible for them to be both.

1a. GM: if playing Story Game then assume players have taken reasonable actions.
1b. GM: if playing Wargame then, Players, if you don't say it, it didn't happen and you didn't do it.

2. Players: Never split the party.

3. GM: The players will often break rule #2, unless you allow them to suffer the consequences.

4. Players: The statue is never just a statue.

5. GM: Avoid confronting characters with threats they cannot either defeat or avoid.

6. Players: "Are you sure you want to do that?" is code for "What you just said you are going to do, just might get your characters killed."

7. GM: Never plan to take the players’ freedom or stuff to support your plot.

8. GM: Better yet, don't have a plot, just have ideas of what could happen, and what the NPCs want to do, and let the chips fall where they may.

9. Players: If it was not previously written on your character sheet you do not possess it.

10. Players: Expect disaster and roll with the punches.

11. Players: The Dice Giveth & The Dice Taketh Away.

12. Players: The Party Will Be Misled and Deceived.

13. Players: Always watch your teammate’s back. Don't let anyone sneak up on them.

14. Anything said by the players in or out of character can and will be used.

15. Players: Thieves / Scouts should be in front leading the way.

16. A good Referee is not adversarial, a good Referee is impartial.

17. GM: All PCs should have a chance to shine.

18. Players: The golden rule is "Thou shalt not hog the spotlight."

19. Everything has consequences, somehow.

20. Players: Always as a priority, take out the opposing spell casters.

21. Players: Always check the bodies.

22. Players: There is no such thing as too much rope.

23. Timid players and over confident players are the two prime causes of TPKs; a party consisting of these two types will die.

24. Players: Missile weapon using characters should always have a melee weapon attack.

25. Players: Melee weapon characters should always have a missile weapon attack.

26. Players: Don't forget the options of negotiating, hiding, running, etc. Sometimes the one thing you don't want to do is fight.

27. Players: Pay close attention to descriptions.

28. Players: Make sure what you kill stays dead.

29. Players: Not all prisoners should be "rescued" and set free.

30. Players: Talk to NPCs to wheedle them for information and make useful friends.

31. Players: Don’t use offensive area of effect spells in close quarters.

32. Players: There is no such thing as an insignificant detail.

33. Players: Never push a button, pull a lever or its equivalent without knowing what it does.

34. Players: Never eat or drink something in a dungeon, unless you have first verified it is safe.

35. Players: Thou shalt not touch someone else’s dice without permission.

36. Players: Thou shalt not be a Rules Lawyer.

37. All player die rolls should be in the open.

38. Many, but not all, Referee die rolls should not be in the open if it will give players information that they have no way of knowing before they take the action.

39. In a face to face game, it is both expected and assumed that you bathe regularly.

40. Players: Unless you're actually IN a fishing village, any humanoid NPC found fishing is 99% likely to be something else in disguise, and often it will be a dragon.

41. Players: Nothing is ever THAT easy.

42. Players: Sea travel is never safe.

43. Players: The Referee runs the kind of game he would want to play in as a PC, and that's okay.

44. Players: Do not steal from or attack other PCs.

45. GM: Sometimes the monsters should be low on HP too.

46. Players: If you are playing in a home or anywhere snacks are brought and you are eating them, you should also be bringing them.

47. GM: Smart Play is inversely proportional to allowing PCs to suffer the consequences of Stupid Play.




Notes: 

The original list was gleaned from a Mewe post by Halenar Frosthelm Title: "From a thread (Oct 2022) over on my forum titled The Unspoken Rules of D&D".  All I did was fix a bit of logic, add a couple of nuances, and slightly organize it by pointing out who the rule is for.   Here for Players and GM's consideration alike.

Also, some people have questioned if this list is really specific to D&D, or RPGs in general.  That's a bit complicated to answer as RPGs really cover such a wide variety of games.  So I would say that this list is probably best suited for D&D and D&D-like games, Retro-Clones, and RPGs that are similar to D&D in design philosophy.