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Amusing Tekumel Images

Started by RPGPundit, October 06, 2009, 11:52:22 PM

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Melan

chirine ba kal: much obliged. My e-mail address is gabor dot lux at gmail dot com, if you need it. And I think you have the right idea - so much of the hobby is unseen to us due to the interpersonal nature of RPGs, and it is, for me at least, always instructive to look into table documents, more so than polished supplements.
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jrients

Quote from: Melan;337497a few older things which fans don't seem to like that much (i.e. The Tomb-Complex of Nereshánbo).

There are people who have read The Tomb-Complex of Nereshánbo and don't like it?  Weird.
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Melan

That may as well be the 1980s/90s rejection of dungeoneering as a legitimate form of enjoying yourself in RPGs. Which is mighty weird, because Tékumel not only provides great opportunities for it, but places it in context of a whole lot of local culture. "See, those writings on the wall are from the time of Nayári of the Silken Thighs, her name be praised... and look! A death-glyph of Hűss! Now there is a rare find, I think I will just..."
Now with a Zine!
ⓘ This post is disputed by official sources

chirine ba kal

Quote from: Melan;337943That may as well be the 1980s/90s rejection of dungeoneering as a legitimate form of enjoying yourself in RPGs. Which is mighty weird, because Tékumel not only provides great opportunities for it, but places it in context of a whole lot of local culture. "See, those writings on the wall are from the time of Nayári of the Silken Thighs, her name be praised... and look! A death-glyph of Hűss! Now there is a rare find, I think I will just..."

Hmmm. A lot of food for thought, here. Tekumel has lots of out-of-the-way ruins and places that haven't been explored in quite a while, and "Tomb Complex" was one of them. We used to run it at conventions for people who were new to Tekumel, as the 'dungeoneering' aspects made them feel more at home somehow.

I agree about the cultural contexts, too. I use a form of visual shorthand in the miniatures games to help players figures out what period things might be from, and it seems to help them with both visualizing the scene but also the historical context.

Kuroth

Quote from: chirine ba kal;337245On your first point, I agree with you completely. I've *never*, in the thirty years I've been doing Tekumel, asked anyone to learn any of Phil's conlangs. They're good for 'local color', but they're not needed for a fun game. I'd agree with your description of anyone who insisted on it, too.

On your second point, I think you're quite right about the mindset that has grown up around Tekumel-as-game since 1990 - 1992. There was a really severe shift in the Tekumel-as-game mindset about then, moving from the open-architecture game and setting that we'd been playing in from 1975 to about 1990 to a very closed-architecture attitude that any potential player had to have all known publications, books, games, etc. in order to play a 'good' Tekumel game. "Early" Tekumel was very much a cooperative creation between Prof. Barker and his gamers, but "Late" Tekumel was not; there was a very strong emphasis on "Official Tekumel", and I think that this attiude on the part of a number of the hardcore fans scared a lot of potential new people away from both the game and the setting.

All I can say is that we certainly didn't have that kind of mindset when we played, either in my two groups or the Professor's; things were pretty open and flexible. I played D & D for a bit in both Dave Arneson's and Gary Gygax's games, and I saw the same dichotomy there; Dave was a very flexible, open-ended gamer, while Gary was very much rules-oriented and pretty inflexible abut how he used those rules in play. Both were very upfront to me about why each took their position: Dave was primarily out to have fun, and Gary was primarily out to sell product.

I'm very much in the Dave Arneson mold as a GM, and I approach Tekumel the same way as he did.  Sure, I have a lot of shelf space filled up with musty tomes and endless details, but I don't get them out all the time and bore my players to tears with them. *If* and only *if* somebody asks a question that needs reference to the archives will I pull something out; it has to be a bit of information that is relevant to what the players are doing. I do let people know about information that their characters would know about, but again, only when it's relevant to game play.

I think that, just like in historical miniatures gaming, there are people who get really obsessive about the fine details; that may be fun for them, but it's not for for me and I just don't play with them. As you say, this is a *game*; pointless detail gets in the way of game play, almost all of the time, and I simply don't bother with it.

I've asked my players why they play in my games, and they tell me that they do it because it's fun. They say that they do learn about Tekumel, but that it's not crammed down their throats; they like getting it gradually over time, and they enjoy it much more because the games are like little voyages of discovery. I don't know about it, myself; I'm too close to the subject to be able to clearly formulate why it all works for them and for me. I do think we've always been a sort of pocket of what I think is called 'old-school' RPG gaming, and we're certainly not in what I'd call the mainsteam of Tekumel RPG gaming or even the mainstream of Tekumel fandom. Heck, Phil even remarked on this when he was talking to Gary Fine, and which Gary quoted in his book on RPGs and RPG gamers.

Very interesting discussion!:cool:

This is excellent advice and insight on how to approach Tékumel and how it is perceived by different people.  This thread from a little bit ago is a good place to take up a discussion about how to play in the Empire of the Petal Throne.
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Greentongue

Absolutely

Any game that you are lead to believe that you need a doctorate in to play "Correctly" has missed the boat to me. Those people can stand on the shore and continue their bombastic lecturing while other twist the setting to meet their own demands for fun.

I like it as a mad Planetary Pulp romp, devil take the details, kind of game. Over a long term the details seep in if there is interest. If not, the fun continues without them.
=

beeber

my curiosity has certainly been piqued!  i think i'll pick up the reprint of the original and go from there.

RPGPundit

Its cool that the reprint is available.

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beeber

plus i found that drivethrurpg/rpgnow has the pdf for about half the reprint cost, so i'm going that route instead.  no need to get more clutter if it turns out to be a :idunno:

RPGPundit

Fair enough, though its hard to resist getting a reprint of something that old...

RPGPundit
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


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Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

James Gillen

I find it amusing that the German for "role-playing game" is "Rollenspiel."

JG
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TheShadow

Quote from: James Gillen;524315I find it amusing that the German for "role-playing game" is "Rollenspiel."

JG

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