I am a long time fan of HP Lovecraft's Dreamlands and, as is obvious if you are reading this blog, of all things Chinese.
There are many instances in Chinese literature and folk tales of men travelling to a kind of Chinese equivalent of the Dreamlands, which are usually portrayed as a place where the society of men is replaced by that of animals like ants or of mythological beings like dragons, but being in all other aspects very similar to Imperial China. Thus dragonfolk exhibit the same filial piety as the Chinese do, and the society of ants is governed by the same laws as that of the Chinese.
An extremely famous example is the Táng dynasty tale titled the Governor of the Southern Tributary State, in which a disappointed scholar and military man dreams up an entire lifetime of promotion, war, honour, marriage, family and demotion as the governor of the prosperous tributary state of Nánkē, only to suddenly wake up and slowly become aware that it was but a dream, and that a mere half-day has passed in the waking world. The startled man looks around himself, slowly readjusting to reality, and eventually noticing a large ants' nest. The man closely observes the ants' nets and is shocked at the realisation that it is in all aspects identical to the province of which he was the governor. Because of the popularity of this folk tale, the phrase "dream of Nánkē" has become synonymous in Chinese with "inanity of human ambition".
There are other similar tales, and they usually end with some moral teaching. As we can see, whereas Lord Dunsany's or HP Lovecraft's dream-tales are escapist in nature, the Chinese ones are edifying. Which doesn't mean we as players shouldn't enjoy dreamland adventuring in a Chinese setting :)
Background Information and Gaming Aids for The Celestial Empire role-playing game
and other TTRPGs set in East Asia
2012-04-03
2012-03-24
Language (Own)
In the Skills section of the ‘Character Generation’ chapter of The Celestial Empire, on p58, I have written that the base chance for this skill is EDU×5.
Now there was such a divide in Imperial China (and in the neighbouring civilised lands) between spoken and written language, that I now wish I had given a different base chance for this skill. Most East Asian languages featured completely different sets of verbs and of pronouns depending on whether one was speaking in a relaxed way or in a codified, formal manner.
The optional rule I suggest is as follows:
- the base chance for the spoken vernacular of Language (Own) is INT×5;
- the base chance for the spoken variety of the learnt Language (Own) is EDU×5.
Using the sample character from the rule book:
White Fox has INT 14 and EDU 12. She speaks her Northern Chinese vernacular at 70%, but she only has 60% when trying to speak in an educated, formal way.
Labels:
additional rule
2012-03-20
Agartha
The Celestial Empire is targeted at historic or semi-historic games, or at least at campaigns consistent with Chinese literature, myth and legend.
Yet the recent piece of news published on the technology weblog Gizmodo about a 300 million year-old forest that has been discovered under a coal mine in Inner Mongolia has spurred me to write this short post about a "Hollow Earth"-themed campaign game. The "Hollow Earth" hypothesis, which posits that the Earth is hollow and that it contains a prehistoric or otherwise ancient world in its interior, does not appear in Chinese literature, myth or legend at all; on the contrary, it is a staple of Western occult. However, given the interest of many Western occultists for all things Tibetan, it could well fit in a TCE campaign, albeit an over-the-top one.
The idea is for the GM to have the players stumble upon the entrance within a cave for the subterranean kingdom of Agartha, which is ruled by an ancient lineage of über mysterious lamas and/or inhabited by Asura (see p123 of TCE).
Agartha would have lush prehistoric forests, strangely-coloured lakes, and obviously prehistoric animals (dinosaurs and Pleistocene mammals), which would provide some tough opposition to the player characters!
The subterranean kingdom of Agartha might or might not be connected with the underground City of Ghosts (Fēngdū), which could spell further trouble for the player characters...
Yet the recent piece of news published on the technology weblog Gizmodo about a 300 million year-old forest that has been discovered under a coal mine in Inner Mongolia has spurred me to write this short post about a "Hollow Earth"-themed campaign game. The "Hollow Earth" hypothesis, which posits that the Earth is hollow and that it contains a prehistoric or otherwise ancient world in its interior, does not appear in Chinese literature, myth or legend at all; on the contrary, it is a staple of Western occult. However, given the interest of many Western occultists for all things Tibetan, it could well fit in a TCE campaign, albeit an over-the-top one.
The idea is for the GM to have the players stumble upon the entrance within a cave for the subterranean kingdom of Agartha, which is ruled by an ancient lineage of über mysterious lamas and/or inhabited by Asura (see p123 of TCE).
Agartha would have lush prehistoric forests, strangely-coloured lakes, and obviously prehistoric animals (dinosaurs and Pleistocene mammals), which would provide some tough opposition to the player characters!
The subterranean kingdom of Agartha might or might not be connected with the underground City of Ghosts (Fēngdū), which could spell further trouble for the player characters...
Labels:
scenario seed
2012-03-19
New Version of Magic World
The Worlds of Wonder boxed set, published in 1982 by the Chaosium, was their first shot at providing the Basic Roleplaying generic system (at the time much smaller than its current incarnation) with three genre-based settings, viz, fantasy, super-heroes, and science-fiction. Magic World was the name of the fantasy setting.
The Chaosium has announced today that Magic World would be re-published this summer as a stand-alone product (if I do understand correctly the phrase "self-contained fantasy role-playing game"), which means that there could be yet another alternative engine for The Celestial Empire, on top of the already mentioned BRP Quick-Start Edition, Renaissance, and RuneQuest 6.
The Chaosium has announced today that Magic World would be re-published this summer as a stand-alone product (if I do understand correctly the phrase "self-contained fantasy role-playing game"), which means that there could be yet another alternative engine for The Celestial Empire, on top of the already mentioned BRP Quick-Start Edition, Renaissance, and RuneQuest 6.
Labels:
industry
2012-03-05
Brilliant China-themed French comic books (cont'd)
I have already mentioned the Juge Bao series of French graphic novels. Nie Chongrui, the artist, uses an engraving technique that produces extremely detailed and impressive black and white drawings. The women in his stories are incredibly beautiful, which is definitely a plus.
Volume 4 (l'Auberge Maudite) has been available for a few weeks, which has been a good incentive to re-read the whole series. Recommended if you can read French (a good understanding of the langage is required as these are detective stories).
Volume 4 (l'Auberge Maudite) has been available for a few weeks, which has been a good incentive to re-read the whole series. Recommended if you can read French (a good understanding of the langage is required as these are detective stories).
Labels:
miscellaneous
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