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Thread: Questioning chirine ba kal

  1. #1841
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    Quote Originally Posted by Gronan of Simmerya View Post
    That... third floor study of Phil's was amazing. I only got to go up there once or twice.
    Yep. it was a very rare instance when we were allowed up into the main part of the house, let alone the third floor. I think I got up there about once a year, maybe twice a year, over all the years we were out there. Pretty much everything 'gaming' stayed in the basement; Phil still had his childhood toy soldiers, and I finally - after over thirty years!!! - got to photograph them after he passed away. And made safety copies of all the ancient photos of him playing out in the yard with his original models of temples and castles that were taken by his dad - the Marmon-Herrington light tanks escorting the mounted knights, with High Priests in command, were wonderful to see...

  2. #1842
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    Quote Originally Posted by chirine ba kal View Post
    Working for Phil was incredible; I got to know an entire civilization from his stories about South Asia. And the library! Oh, my! It was a really sad time. getting it all packed up and sold after he passed away. The Islamic collection, including the little ivory Qu'uran, had gone years before; it was bought by a Maylasian businessman to be the foundation of a university library, just like when Phil had helped establish the Ames Asian library at the University of Minnesota.

    And thank you for the update; keep us posted, when you can, and all our best!!!
    That was a great man, indeed, though not much else could be said.

    As for the update, everybody should be fine in a week. But the medical scare could be foreboding future health issues for the wife. Doctors can't tell, yet, and we hope that wouldn't be the case.

    Quote Originally Posted by chirine ba kal View Post
    It was a truly amazing time. I made sure to document everything before it went out the door after he passed away, so that Phil the scholar and savant would not be forgotten. As a F/SF fan, it was truly astounding to be able to touch the foundations of the genre, as well as be part of the foundations of this hobby. My goal, when I first started out with Phil back in '76, was to document it all as best I could - nothing more, and nothing less. I've achieved that; it'll take me the rest of my life to index and catalog it all, but that's what I've always wanted to do. My book is part of that - telling you of a time and a place where we did amazing things with and for an amazing man...
    I've never been a very good archivist, but I appreciate good archives and am glad that they exist.

    Quote Originally Posted by chirine ba kal View Post
    Yep. it was a very rare instance when we were allowed up into the main part of the house, let alone the third floor. I think I got up there about once a year, maybe twice a year, over all the years we were out there. Pretty much everything 'gaming' stayed in the basement; Phil still had his childhood toy soldiers, and I finally - after over thirty years!!! - got to photograph them after he passed away. And made safety copies of all the ancient photos of him playing out in the yard with his original models of temples and castles that were taken by his dad - the Marmon-Herrington light tanks escorting the mounted knights, with High Priests in command, were wonderful to see...
    I see he knew how to combine different classes of armour!
    "Let me tell you something you already know. The world ain't all sunshine and rainbows. It's a very mean and nasty place, and I don't care how tough you are, it will beat you to your knees and keep you there permanently if you let it. You, me, or nobody is gonna hit as hard as life. But it ain't about how hard you hit. It's about how hard you can get hit and keep moving forward; how much you can take and keep moving forward." - Rocky

  3. #1843
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    [From AsenRG:]That was a great man, indeed, though not much else could be said.

    I'd agree; at some point, you simply run out of superlatives to describe Phil and all his talents and interests. 47 languages, fluent in over half of them; a gifted sculptor and craftsman; an artist and painter; and the creator of a fascinating world.

    As for the update, everybody should be fine in a week. But the medical scare could be foreboding future health issues for the wife. Doctors can't tell, yet, and we hope that wouldn't be the case.

    And we'll hope so, too! Been here, done this...

    I've never been a very good archivist, but I appreciate good archives and am glad that they exist.

    Well, I've tried. It's all I really ever wanted to do for Tekumel - document is as it was being created and developed. I'm continuing to move along with the work I started in 1976, and we'll see where we wind up...

    I see he knew how to combine different classes of armour!

    It's all very Sword and Planet - the little tankettes are in a wedge formation, with the warriors in the middle, and the temples and palaces in the background. I thought that it was all wonderfully fun!

  4. #1844
    Senior Member Hrugga's Avatar
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    Chirine,

    A couple of quick questions...In your home games you mentioned you like to combine The EPT rules with the S&G magic rules. Could you please elaborate a bit about it? Also since in the EPT rules the non-humans are really a strong lot. How do Humans add up as far magic/mental power resistance goes to a non-human? Thanks

    H:0)

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    Quote Originally Posted by Hrugga View Post
    Chirine,

    A couple of quick questions...In your home games you mentioned you like to combine The EPT rules with the S&G magic rules. Could you please elaborate a bit about it? Also since in the EPT rules the non-humans are really a strong lot. How do Humans add up as far magic/mental power resistance goes to a non-human? Thanks

    H:0)
    Hm. Well, let's take a run at this.

    Phil did EPT more or less 'on spec' for Bill Hoyt, who sold the option to TSR, and so there was a very strong emphasis on EPT being as much like / as compatible as possible with OD&D/WhiteBox/whatever it's called these days. Phil got his original impetus from Dave, and the polish on the cannonball was from Gary. So, EPT is basicially OD&D, but with some wrinkles - as both Gary and Dave told me, at various times and much later on, "EPT was the game they'd wished they'd written."

    At the same time, Phil also did a neat little board game called "War of Wizards", which was all about sorcerers doing magical duels in the arena. (Always a crowd-pleaser, these.) It had a huge spell corpora of really cool stuff, and was a real eye-opener for how a magic system could be done - and keep in mind, D&D fans, when you talk about 'Vancian magic', Phil was a friend of Jack Vance and drew the first maps of the Dying Earth for him. WoW is a very good way to learn about how Phil thought magic should work in Tekumel, and was kind of unhappy with having to "dumb it down" in EPT.

    In the very late 1970s, and very early 1980s, he started to write a new RPG, which he thought would be a more faithful reflection of how he thought Tekumel worked. He abandoned it about half-way through, as the thing was looking to go over a thousand pages in manuscript; he used the same material in a new RPG, which became "Swords and Glory"; he basically did a cut-and-paste to move all the world setting stuff into what became the Sourcebook (vol. I), the playing rules into the Player's Guide (vol. II), and the uncompleted Referee's Guide (vol. III).

    S&G's magic system is very much the same as WoW's, with many of the same spells. Phil liked to use the S&G/WoW spells in his campaign, and when he used any rules at all, used the EPT rules for melee's and such. I think we used S&G's combat system maybe a half-dozen times, and then Phil just sort of gave up on it. The magic system, on the other hand, worked out fine and we all liked it.

    So, I thought that if it was good enough for Phil to use, that's what I'd do. As my two campaigns had to interface with his two in his meta-game, it all worked out well for the players as well as for us GMs.

    This is why I can suggest Jeff Dee's "Bethorm" as a good way to play the way Phil played in his campaigns. It's a very good reflection of how games out at Phil's were played, all in one package.

    Does this help? Moving on...

    Humans are more 'magical' then most of the non-human races, but again there are differences. I'd hate to run up against a Pe Choi or Tinaliya magic-user, for example. Other non-humans don't use magic at all, and you have to consider all of them on a case by case basis. Likewise, the non-human vary in 'toughness' in combat terms, with some (like the Shen and Ahoggya) being very, very tough opponents, and some (like the Swamp Folk) much less so. Phil rolled up a batch of non-humans, same as for humans, for his NPCs, so they were all individuals; he very rarely used 'batch' NPCs, unless they were something like a half-dozen undead or something like that>

    Again, am I being helpful here?

  6. #1846
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    Quote Originally Posted by chirine ba kal View Post
    Hm. Well, let's take a run at this.

    Phil did EPT more or less 'on spec' for Bill Hoyt, who sold the option to TSR, and so there was a very strong emphasis on EPT being as much like / as compatible as possible with OD&D/WhiteBox/whatever it's called these days. Phil got his original impetus from Dave, and the polish on the cannonball was from Gary. So, EPT is basicially OD&D, but with some wrinkles - as both Gary and Dave told me, at various times and much later on, "EPT was the game they'd wished they'd written."

    At the same time, Phil also did a neat little board game called "War of Wizards", which was all about sorcerers doing magical duels in the arena. (Always a crowd-pleaser, these.) It had a huge spell corpora of really cool stuff, and was a real eye-opener for how a magic system could be done - and keep in mind, D&D fans, when you talk about 'Vancian magic', Phil was a friend of Jack Vance and drew the first maps of the Dying Earth for him. WoW is a very good way to learn about how Phil thought magic should work in Tekumel, and was kind of unhappy with having to "dumb it down" in EPT.

    In the very late 1970s, and very early 1980s, he started to write a new RPG, which he thought would be a more faithful reflection of how he thought Tekumel worked. He abandoned it about half-way through, as the thing was looking to go over a thousand pages in manuscript; he used the same material in a new RPG, which became "Swords and Glory"; he basically did a cut-and-paste to move all the world setting stuff into what became the Sourcebook (vol. I), the playing rules into the Player's Guide (vol. II), and the uncompleted Referee's Guide (vol. III).

    S&G's magic system is very much the same as WoW's, with many of the same spells. Phil liked to use the S&G/WoW spells in his campaign, and when he used any rules at all, used the EPT rules for melee's and such. I think we used S&G's combat system maybe a half-dozen times, and then Phil just sort of gave up on it. The magic system, on the other hand, worked out fine and we all liked it.

    So, I thought that if it was good enough for Phil to use, that's what I'd do. As my two campaigns had to interface with his two in his meta-game, it all worked out well for the players as well as for us GMs.

    This is why I can suggest Jeff Dee's "Bethorm" as a good way to play the way Phil played in his campaigns. It's a very good reflection of how games out at Phil's were played, all in one package.

    Does this help? Moving on...

    Humans are more 'magical' then most of the non-human races, but again there are differences. I'd hate to run up against a Pe Choi or Tinaliya magic-user, for example. Other non-humans don't use magic at all, and you have to consider all of them on a case by case basis. Likewise, the non-human vary in 'toughness' in combat terms, with some (like the Shen and Ahoggya) being very, very tough opponents, and some (like the Swamp Folk) much less so. Phil rolled up a batch of non-humans, same as for humans, for his NPCs, so they were all individuals; he very rarely used 'batch' NPCs, unless they were something like a half-dozen undead or something like that>

    Again, am I being helpful here?
    Good, thank you. After reading your response, I think I made you repeat the same thing twice...I may have to reread the thread!!! So just a follow-up...Which beings on Tekumel are the most resistant to magic/mind attacks? Thanks again

    H:0)

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    Quote Originally Posted by Hrugga View Post
    Good, thank you. After reading your response, I think I made you repeat the same thing twice...I may have to reread the thread!!! So just a follow-up...Which beings on Tekumel are the most resistant to magic/mind attacks? Thanks again

    H:0)
    Not a problem; it's what I'm here for.

    Based on personal experience? Ahoggya, followed by Shen. I would consider Mihalli very hard to deal with, but we saw them to rarely that I don't have enough data to offer an opinion. We also tended to ask them first, as their even showing up was such an exceptional event that we tried to find out what they were up to. Sometimes it worked, and sometimes it didn't.

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    Senior Member Hrugga's Avatar
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    So at The Professor's table was it for the most part "rules light"? Also did he have any "house rules"? How was your gaming experience different than with Mr Arneson. Thanks

    H:0)

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    Quote Originally Posted by Hrugga View Post
    So at The Professor's table was it for the most part "rules light"? Also did he have any "house rules"? How was your gaming experience different than with Mr Arneson. Thanks

    H:0)
    'Rules light' - Phil was very, very 'rules light' most of the time - and I'm talking years, here, not over several months. As Gronan mentioned, Phil used EPT right out of the book for the first couple of years; when I started in '76, we used EPT 'straight' for a couple of years, until Phil knew we weren't going to 'rules lawyer' him or try to wreck the world. I was the last 'straight' EPT character rolled up in his campaign; Vrisa (Kathy Marsall) and Vidlakte (Ken Fletcher), were just about the first ones rolled up on S&G. Phil used S&G 'as is' for about six months, and then faded into his 'you roll dice, I roll dice' method; we'd have to know our stats, abilities, and skills, give him the numbers, and then roll d100. We played that way for something like a decade.

    'House rules' - I think that there were very, very few. "What you see is what you get" on your miniature, and "Chirine will make you your miniature" - everybody was represented by a miniature for the 'tactical display'. And I think that may have been it. I'll look at my notes.

    Arneson/Barker - Very different!

    https://www.youtube.com/watch?v=gcSWsdTdYGI

    This is what an Arneson game was like; very fast-paced, lots of utter chaos, and you never were very sure what was actually happening. You really had to stay on your toes, and keep very alert, as Dave would keep right on going without you if you didn't pay attention.

    https://www.youtube.com/watch?v=X-E5...eature=related

    This is what a Barker game was like. Very detailed, very action-adventure, very well-thought out. His pace was much slower, but then you didn't mind because you were getting a lot of information about a totally alien world. With Dave, we already knew most all of the tropes; with Phil, we didn't.

    Does this help?

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    Quote Originally Posted by chirine ba kal View Post
    'Rules light' - Phil was very, very 'rules light' most of the time - and I'm talking years, here, not over several months. As Gronan mentioned, Phil used EPT right out of the book for the first couple of years; when I started in '76, we used EPT 'straight' for a couple of years, until Phil knew we weren't going to 'rules lawyer' him or try to wreck the world. I was the last 'straight' EPT character rolled up in his campaign; Vrisa (Kathy Marsall) and Vidlakte (Ken Fletcher), were just about the first ones rolled up on S&G. Phil used S&G 'as is' for about six months, and then faded into his 'you roll dice, I roll dice' method; we'd have to know our stats, abilities, and skills, give him the numbers, and then roll d100. We played that way for something like a decade.

    'House rules' - I think that there were very, very few. "What you see is what you get" on your miniature, and "Chirine will make you your miniature" - everybody was represented by a miniature for the 'tactical display'. And I think that may have been it. I'll look at my notes.

    Arneson/Barker - Very different!

    https://www.youtube.com/watch?v=gcSWsdTdYGI

    This is what an Arneson game was like; very fast-paced, lots of utter chaos, and you never were very sure what was actually happening. You really had to stay on your toes, and keep very alert, as Dave would keep right on going without you if you didn't pay attention.

    https://www.youtube.com/watch?v=X-E5...eature=related

    This is what a Barker game was like. Very detailed, very action-adventure, very well-thought out. His pace was much slower, but then you didn't mind because you were getting a lot of information about a totally alien world. With Dave, we already knew most all of the tropes; with Phil, we didn't.

    Does this help?
    Help...??? Most enlightening!!! Excellent, thank you.

    H:0)

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