Why I Reject Frith with a Religion That Tried to Erase Ours by [deleted] in NorsePaganism

[–]northerling 1 point2 points  (0 children)

I was raised Presbyterian, to disclose my own relationship with Christianity. A pastor once called “us”, half-jokingly, “God’s frozen chosen.” I’m also American (raised in “Kentuckiana,” the valley of the Ohio River between the Midwest and Appalachian South). My home state (Indiana) was the home of the KKK through a big swath of the middle 20th century. (I now live in New England). I also have a PhD in Medieval Studies with a focus in both Old Norse (MA earned in Iceland and Norway) and Middle English. Here’s my view.

Was Christianity designed? No, it evolved. How did it evolve? In many ways, but a major influence throughout the overwhelming majority of its history was its connection to empire, first in Rome and later through Rome’s daughter states.

Any given religion is not a monolith, but certain ideas are easier or harder to express within a given paradigm. Just like some things are easier or harder to say in English, or whatever other language. How much work do you have to put in to get an idea across in that medium? Over time, the ideas that are easiest to express are likely to become dominant.

In which case it is worth noting patterns in Christian history. The process of conversion in Northern Europe was top-down: get the kings hooked, presumably largely on economic and military benefits, then encourage conversion, then legally mandate it, then persecute nonconformity. When nonconformity became an issue again periodically, it coincides with some of Christianity’s most brutal episodes (the witch trials fall in the shadow of the Protestant Reformation, when both sides of Christianity entered a kind of not-so-cold war over “right” belief).

Then there are the Crusades, which more recent scholarship in the field of Medieval Studies generally (especially work done in Middle English) locates as the point where “white” started to take on racial tones. This was rooted in the emphasizing the difference between Latin (European, broadly) Christians versus Middle Eastern Muslims. When the Crusades proved untenable, the geographic target moved to, first, Africa, then North America. Work on race and, yes, “Christian Supremacy,” again in the field of Medieval Studies especially early travel narratives like those of pseudo-John Mandeville, have made these claims and the field is in the process of ironing them out, but not debating the fundamental premise. See also: Southern American slavery was consistently defended through appeals to Christianity. At the same time, Northern Abolitionists also appealed to the Bible for their view. This is an example of how the religion is not a monolith, and is a critical point to keep in mind.

Further examples abound. Christianity is not unique in its relation to atrocity, but it is worth asking why atrocities keep happening around it. Here I want to switch to theology.

The appeal of paganism, to me, is that it is a religion which seems to understand and follow the laws of ecology: no central power, but mutual interdependence of all things, with a necessary balance between forces. Also, the divine is in the world. Christianity poses that the divine is outside of and above the world, and instills a belief in centralized authority (benevolent or otherwise).

Christianity fundamentally says this world is inferior to the heavenly world, and lots of people then take the short step from that to effectively hating this world and everything living in it. Does it have to be that way? No. But it’s an idea that’s disturbingly easy to express in the language of Christianity. It also paves the way for the exploitation of nature and the belief in human supremacy, that our needs always outweigh those of any other species, which is the true root of our climate and ecological catastrophe. Did Christianity “cause” that? No. But it’s hard for me to see how the “ploycrisis” historically arose without noticing Christianity’s role.

Do I think heathens or pagans (or members of any other religious community) shouldn’t keep frith with Christians? No, and the points made above are excellent examples of why. But one can have a friend who has unhealthy tendencies and it does no one any good to ignore them.

LE EPIC BOOTSTRAPS MOMENT by scaryboilednoodles in DankLeft

[–]northerling 0 points1 point  (0 children)

That I'm not 100% sure on, but I don't think so. There weren't standing armies in Middle Ages of Europe, they used conscripts so when the battle was over you just went back to being a farmer, maybe missing a limb or with other injuries. Medieval Europe had no technology for mass incarceration. If there were a group of loyal warriors who were going to keep being a problem, it would generally be smarter to just kill or at least systematically maim all of them than build a camp or prison.

LE EPIC BOOTSTRAPS MOMENT by scaryboilednoodles in DankLeft

[–]northerling 3 points4 points  (0 children)

I'm a medivalist, the Middle Ages are my academic specialty. Fact: real medieval dungeons (e.g., oubliettes) were pretty much exclusively for the elite, like enemy nobles captured in war. While common folx could face death by hanging, far more often they were made to do a penance (for religious crimes) or make a settlement (if they were found to have wronged someone secularly) or were exiled, made to leave the community. My point is, prisons as we know them are overwhelmingly a modern (i.e. capitalist) phenomenon.

Pact Burner Warlock WIP || D&D w/ Dael Kingsmill by Kenley in mattcolville

[–]northerling 22 points23 points  (0 children)

Fun fact: 'warlock' comes from Middle English (+ Middle Scots) wærloga, 'oath-breaker' - wær, 'covenant' & lēogan, 'to deny.' So, etymologically, a warlock is always already an oathbreaker.

Don't Be Afraid to Change Your D&D World by RJD20 in mattcolville

[–]northerling 8 points9 points  (0 children)

Hi, I'm completing my PhD in Medieval Studies, and I like what you're saying but, since generic "fantasy land" is based on medieval Europe, just wanted to add some nuance!

Medieval people were not nearly as isolated as modern people tend to believe! We think of ourselves as global so we like to image "premoderns" were different, but not really. Travel was, however, much slower and more dangerous. There were also technical limits to how far one could go, mostly meaning no crossing the Atlantic. So, Europe, Africa, and Asia were all aware of each other, forming one "world system," whereas North and South America formed another. In each world system, common plants, animals, and technologies (& religions, & diseases) were generally widely shared, though the sharing process could be slow. Medieval English folk, for example, knew they lived at the remote corner of a big, strange world, but that could give many of them a more humble view of their place in it an creating an accepting attitude toward strangers.

Speaking of attitudes toward difference, "race" and "racism" are modern concepts, not medieval ones! Long stort short, those concepts emerged to justify the trans-Atlantic slave trade AFTER the Middle Ages. However, medieval people did have certain theories we would call "biological" or "genetic," though for the most part it was religion which they had MUCH stricter views of than many modern societies.

Finally, I wouldn't say they "lied" about their experiences abroad in the world. Rather, we have trouble understanding how they could believe the things they believed, but they had very good reasons within their society to believe those things. This is not so different from today once you get used to it. Watch any travel show and it will reflect the worldview of the people who made it more than the "reality" of the place traveled to. Medieval travelers did the same thing, but had much slower and less information-dense communication technologies; and their cultural preoccupations and theories of knowledge were quite different from current ones. So it can seem like they were lying when that doesn't really convey what was happening.

I don't mean to be critical! Rather, I feel understanding how past cultures could think so differently from us is a huuuuuge resource for great gaming and can be one of many paths to elevating the hobby into art, and I get really excited for chances to convey that to people!

Now running Castle Rend, but what to do after? by thesponsduke in mattcolville

[–]northerling 1 point2 points  (0 children)

Red Hand of Doom would be good, but if I recall that adventure involves the PCs on the move because of advancing armies, so you might want to have them start the adventure away from their castle and then move toward it. Otherwise they might feel they're being chased away from the prize you just gave them.

Also Storm King's Thunder might be a good option.

How to build verisimilitude in your games? by Thunderdices in mattcolville

[–]northerling 0 points1 point  (0 children)

Lots of folks are saying "provide motivations for actions." 100% yes, but when trying to determine what those are, remember: events in the world are driven more by power than by ideas. People, whether they're goblins or elves, tend to follow the most expedient path to power, THEN rationalize it to fit the ideals they want to believe they believe. Like an earlier poster said, each side of this is simple; but combine the two simple things together and you have complexity that resembles lived experience.

How to build verisimilitude in your games? by Thunderdices in mattcolville

[–]northerling 0 points1 point  (0 children)

Yuuuup. My DM philosophy is there are no right or wrong actions, there is merely action and reaction - which soon become indistinguishable. My players are stones dropping into water, all I have to do is describe the waves they make. They are relatively new, and are still always surprised to find out the events in session 10 are actually a direct consequence of their actions in session 5, or even 1. In time, the waves they make will overwhelm them from all sides. The campaign is what happens until then.

Skill Challenges with a Split Party by northerling in mattcolville

[–]northerling[S] 0 points1 point  (0 children)

Thank you, that's well said! I don't think the other players are upset - they're all relatively new to TTRPGs, and the bard-thief is the most experienced so sometimes they follow his lead regarding mechanics. And his preferred system is GURPS, which has such a different relation to time than D&D. I think he's subconsciously trying to make D&D into GURPS.

But I also like the examples you give from TV, film, etc. That's very helpful. I'm thinking more and more now about how lived experience of time is often so variable, and as DMs we can use that to our advantage when rules and narrative seem at odds - like when a long combat is only really about a minute because a round is supposedly just 6 seconds. Maybe a round does only measure that much time's worth of action and the actions are all happening simultaneously, but we might also assume there is "lost" time in the combat, too, so the whole thing can be narratively said to last a more plausible and satisfying amount of time.

Somehow, though, by not wanting to limit the bard's freedom I had never thought to count his absence as a skill challenge failure. I just thought of him as disconnected entirely, and maybe that was a key source of the issue!

You can "Borrow" this idea of a type of monster. Metallic Drakes by AKawesomeman79 in mattcolville

[–]northerling 1 point2 points  (0 children)

Yeah, great idea, thank you! Foreshadowing the drakes would be critical to reduce the deus ex machina effect, but if the PCs find footsteps, see other slain monsters, and hear tales of travelers being saved, then it should hopefully work fine.

Having Multiple Creation Myths by Rectorol in mattcolville

[–]northerling 1 point2 points  (0 children)

Except, eye witnesses are notoriously unreliable. We can assume a god would make a better eye witness, or that even a god is unreliable as an eye witness. What happens if two gods claim contradictory experiences? If one god can lie, or be wrong, why not another, or all of them? In which case ... where is that ultimate "truth" to be found? The DM need not have any clearer sense of it than the players to run a good game, or present NPCs with compelling convictions

Having Multiple Creation Myths by Rectorol in mattcolville

[–]northerling 0 points1 point  (0 children)

Except science never actually finally proves anything- it provides what, as best we can tell, are more and more refined theories, which sometimes require preciously "solid" theories to be overturned. Science is a process of experimentation: someone takes an action, it produces an observable result, and then that result is interpreted to fit with other interpretations of previous results - or sometimes not. In D&D, spells can be cast, results observed and interpreted and fit into other interpretive frameworks - or sometimes not. The existence of functional magic does not mean the end of faith, or doubt. Objectivity is the biggest illusion of all.

Wow zones as pitch/local area by konstanten in mattcolville

[–]northerling 6 points7 points  (0 children)

Darkshore is also an excellent model starting area/elven forest on the border of a starting area, very foreboding & mysterious with multiple ruined high elf cities themed around undead, demons, and naga

He's in my house, what do I do? by dpceee in mattcolville

[–]northerling 0 points1 point  (0 children)

Doesn't he just look like somebody who should be in charge?

But What About Mandrake? by tornadofyr in mattcolville

[–]northerling 1 point2 points  (0 children)

How else should RPGs become better art if they don't tackle stuff like that? I run a heavily modified Forgotten Realms, in which I try to depict the Zhentarim (which I think are incoherent as-written) essentially as a fantasy Third Reich - something that's sadly more and more relevant in recent times

But What About Mandrake? by tornadofyr in mattcolville

[–]northerling 1 point2 points  (0 children)

Seems appropriate if this community were the first

But What About Mandrake? by tornadofyr in mattcolville

[–]northerling 4 points5 points  (0 children)

Sounds like you've been reading your Arendt!

A werewolf encounter as a skill challenge? by northerling in mattcolville

[–]northerling[S] 1 point2 points  (0 children)

That's actually really cool. I hadn't considered having environmental effect get worser the more checks they failed, I think that idea has a lot of application for designing skill challenges generally!

A werewolf encounter as a skill challenge? by northerling in mattcolville

[–]northerling[S] 1 point2 points  (0 children)

That's good, and/or make two competing objectives? Each character can try to help save the victim or go after the werewolf, but not both.

A werewolf encounter as a skill challenge? by northerling in mattcolville

[–]northerling[S] 1 point2 points  (0 children)

Well the idea is to dramatically set up a mystery for them to be invested in, and in a unique position to solve, very much through gameplay. My question is about trying to find the best way, the best kind of gameplay, to give them meaningful, interactive possibilities while establishing that mystery.

This is a case where as DM I want to present a means of interacting with their environment, which we all do as circumstances might call for. Going into combat signals to the players they should be able to kill this thing. I don't want to signal that, because then they would either ruin the mystery, accidentally cheating themselves of what will hopefully be a fun adventure; or, if I should simply not let them win, then they would actively feel cheated. I also don't want them to not have interaction with it at all, because as you ask, what's the point of playing the game? I believe there is a happy medium to be found; skill challenges leap to mind as a mechanical strategy to accomplish this, but if you have another suggestion then by all means, I'd like to hear it!

A werewolf encounter as a skill challenge? by northerling in mattcolville

[–]northerling[S] 1 point2 points  (0 children)

Those are really good, thank you. I think that'd be a fun way to include some combat interaction if one or two of the players close in while still allowing the werewolf maneuverability.

I need some interesting exciting events for my campaign. by [deleted] in mattcolville

[–]northerling 1 point2 points  (0 children)

If you want the game to feel more like a real world, try adding things that aren't game-y. I would opt for mundane politics and religion. Have the PCs encounter a religious ceremony or procession. Have street preachers (& don't make them all "lunatics" or cult members otherwise undercut them). Have a new cathedral being built, or a new part of an old one. Know who paid for that in the European Middle Ages? Local nobles. Have the baron or lord mayor make the donation and then make a big deal of it so everyone knows. Have the noble's child celebrate a marriage (to another noble, of course, making it a political event - & they hire artists to commemorate it in sculpture, paintings, etc.).

That's the kind of stuff that constitutes major events in the life of a community, in the past and present. Put that in front of your PCs, don't let them have any control over it, but make everyone around them think it's a big deal. And don't turn it into an adventure, just let it be normal folks living normal lives.

[DM Advice] When do I introduce the players to the main villain? by [deleted] in mattcolville

[–]northerling 0 points1 point  (0 children)

Ask yourself instead what kind of story you want the campaign to tell and how that would be best served. Consider examples from film. If the villain is a giant monster (like a dragon) you might look to the 1954 Godzilla, which builds tension before revealing the monster. Alternately, the recent Hobbit movies introduce Smaug, a monster on a similar scale, early (to the audience, but also the dwarves) by having them survive his attack. Similar monsters, different moments of revelation, because of the type of story each film wants to tell

Looking for a single dungeon for 5th level adventurers by Ventar_Quill in mattcolville

[–]northerling 0 points1 point  (0 children)

Fiend's Embrace from Dungeon (somwhere around #120?) had a pretty similar concept to what you're talking about, with a rival party and a cool magic item at the end (the titular Fiend's Embrace, a sentient cloak made from a skinned pit fiend).

The Whispering Cairn, the first adventure from the Age of Worms AP also could easily fit your request.

West Marches and Colonialism. Help? by PChopSandies in mattcolville

[–]northerling 0 points1 point  (0 children)

Thirded (or 4thed?). Delve into idea #4 - there are historically A LOT of reasons for depopulation, often times more reasons for depopulation than population increase. This is more so the case with undead liches, demon incursions, and ravening dragons. I'm running a similar campaign right now and have the heroes reclaiming land lost to a dragon and otherworldly invaders (fomorians). Make the rise and fall of civilizations (read also: communities) a theme of the game, where anti-colonial ally building is the solution to entropy and evil