Browsed by
Tag: Vikings

Modular: Sagas of Midgard Invades… Well, Midgard

Modular: Sagas of Midgard Invades… Well, Midgard

SoMcoverIt’s been awhile, and not because there’s been any shortage of Norse-themed role playing games! In this time, we’ve had the 5e derivative Dragon Heresy, a d6 system called Vikingr, older campaign settings such as Hellfrost and systems such as Trudvang Chronicles, and many others. Our topic on this Odin’s Day, however, is the latest of these: Sagas of Midgard.

Honestly, I had kind of retired from investment in Viking-age rpgs. My home game hasn’t involved the Norse-specific setting for more than a year, my pocketbook doesn’t drip nine golden rings as Odin’s Draupnir does, and there isn’t much utility in owning much more, since I doubt I’d be able to wrest my gamers from my tabletop version of Fourth Age Middle-earth anytime soon. But the Sagas of Midgard Kickstarter advertised savage, fast-paced gameplay and rules for Raiding—an essential component of the northern milieu and one that I had not ever seen treated to my satisfaction. So I backed a PDF copy, mostly out of curiosity.

When I received it, I realized I was encountering something much more than a few interesting mechanics. This looks like a really good game! You’ll notice that I don’t precisely say that it is simply because I haven’t had a chance to run it yet. Character abilities originate from five separate Domains, and each Domain is governed by a Norse deity. At character creation (and during advancement) players spend points within these domains for specific powers and abilities. These are fueled by a currency called Favor, which characters can obtain through a variety of methods, many of them mechanical. The core mechanic is what the designers call the “Rollover System.” Every task and adversary has a “Rollover Score,” usually between 1 and 100, that a PC has to beat (with a roll of d100) to obtain the effect she wants. There are modifiers, of course, resulting from other game mechanics, and a core feature is that the GM never rolls the dice, something shared by a few other systems and (though denying the GM the pleasure of rolling dice) allows her to focus on storytelling and character interaction.

My main criticism, though, is that the rules explanations can be hard to follow (while recognizing reasons for the authors’ organizational choices). I contacted the authors about this, and they told me that they already had been drafting a “cheat sheet” that should be helpful even to new gamers. And, in the midst of my enthusiasm for their game, I succeeded in getting the creators, Nick Porter and Dominic De Duonni, to agree to an interview.

Read More Read More

Modular: Yggdrasill, the Roleplaying Game of “Viking Age” Adventure

Modular: Yggdrasill, the Roleplaying Game of “Viking Age” Adventure

yggdrasillcoverRoutine visitors to this site might remember my survey of Poul Anderson’s works, a regular column that has been on indefinite hiatus for about two years now. Causes for this suspension have been 1. Anderson’s two-book Operation Chaos was an absolute drudge of a read, requiring a recovery period that only now might be over, 2. New responsibilities at home decreased available time for my recreational pursuits, 3. The time share for these recreational pursuits was almost wholly dominated by my weekly Pathfinder campaign, a campaign that now finally might be coming to an end.

It’s unlikely that, with increased time, though, I’ll be returning to the Anderson survey. This is because I’ll move onto running other games, one of which already is underway: Yggdrasill.

At first glance Yggdrasill caters to a niche crowd, and I’m certainly a member of that company. I am a Norse-phile. Within my close community, I am nearly alone in my passionate interest — but for one dear friend, who identifies as Norse neopagan. When I first learned about the game just over a month ago, I knew that this “blood brother” would play the game with me. I also guessed that some others in my community would try it out, as well, and they have.

But as I consider just how many other areas of the globe might have the dynamic of interest that I enjoy, I question how viable a business project Yggdrasill might be. Perhaps I shouldn’t: Vikings appears to be a popular TV show; perhaps that series inspired some gamers to go “full Viking.” The “northern thing” clearly is a mainstay of traditional fantasy gaming, an aspect derived from popular fantasy fiction. But in most games where efforts are made to make the northern atmosphere “authentic” — well, they’re not actually “games,” per se, so much as they are campaign settings and supplements, productions such as Lands of the Linnorm Kings in Pathfinder’s Inner Sea setting for Golarion, and The Northlands Saga in Frog God’s Lost Lands setting, and both of these properties actually are about single regions within much larger campaign settings. But with Yggdrasill the northern thing is the whole thing, and that’s catering to a specific taste indeed!

Read More Read More

Bumper Year for Buried Treasure in Britain

Bumper Year for Buried Treasure in Britain

A pile of 697 of the Lenborough hoard coins after cleaning. © The Trustees of the British Museum.
A pile of 697 of the Lenborough hoard coins after cleaning. © The Trustees of the British Museum.

The British have been pretty lucky these past few years. According to the British Museum, numerous treasures have been uncovered by metal detectorists and accidentally by workmen.

One of the most impressive is the Anglo-Saxon coin hoard from Lenborough, Buckinghamshire, found in December of last year, and which the British Museum has just announced it has acquired. Around 5,200 Anglo-Saxon silver pennies, and two cut half pennies, of kings Æthelred II (r.978-1016) and Cnut (r.1016-35), were found wrapped within a lead sheet. The hoard was discovered on a metal-detecting rally, and recovered under the guidance of the local Finds Liaison Officer. The hoard contains coins from more than forty different mints around England, and provides a rare source of information on the circulation of coinage at the time the hoard was buried.

Read More Read More

Viking Art, Magic, and Wisdom at the British Museum

Viking Art, Magic, and Wisdom at the British Museum

The Hunterston Brooch, c. 700, Hunterston, Ayrshire, Scotland. Gold, silver, amber. Diam. 12.2cm. Runic inscription says, ''Melbrigda owns this brooch'. Copyright National Museums Scotland.
The Hunterston Brooch, c. 700, Hunterston, Ayrshire, Scotland. Gold, silver, amber. Diam. 12.2cm.
Runic inscription says, ”Melbrigda owns this brooch.’ Copyright National Museums Scotland.

 

They journeyed boldly;
Went for gold,
Fed the eagle
Out in the east,
And died in the south
In Saracen land.
— Gripsholm Runestone (AD 1000-1100)

 

The British Museum has come up with another blockbuster with its new exhibition, Vikings: Life and Legend. Bringing together hundreds of artifacts from around the world, this massive exhibition tells about Norse life, art, and beliefs through everyday objects, works of art, magical objects, and even an entire Viking ship.

There are many surprises. For example, a whalebone axehead from Greenland dating to 1000-1300 AD shows that far-flung Norsemen in harsh regions used whatever material they had at hand. I’m sure the owner of this axehead wanted a real one of iron — the axe appears to have broken at the socket! There are also charming reminders of family life, such as some wooden toy boats from Dublin dating to around 800-1050 AD.

Read More Read More

Kissing My Axe

Kissing My Axe

Kiss My AxeI’ve written previously about starting Sword’s Edge Publishing, mistakes I made in running the company, and publishing Sword Noir. When the time came to publish Kiss My Axe: Thirteen Warriors and an Angel of Death, a role-playing game of Viking mayhem, I tried to follow the trail I had blazed with Sword Noir. If I mention the best laid plans of mice and men, you may see where I’m going here.

Sword Noir worked out because I knew everyone with whom I worked. I knew my friends wouldn’t let me down. Unfortunately, Ed Northcott, who did the art for Sword Noir (and was an industry professional long before working on my game) had quit as a freelance artist. A friend’s wife introduced me to an artist of her acquaintance who wanted to get into the RPG industry. I saw his portfolio and we made a deal. He would have accepted much less, but I wanted to pay the standard referenced by Steve Jackson Games – trying to be a professional over here.

I gave the artist three specific scenes I wanted to see and left the fourth to his imagination, suggesting anything inspired by the movie The 13th Warrior or the comic series Northlanders. I sent along links to pics on the Internet which could provide inspiration and references.

Read More Read More

A Review of The Prow Beast

A Review of The Prow Beast

the_prow_beastThe Prow Beast
Robert Low
Harper Collins UK (358 pp, $24.95, 2010)
Reviewed by Bill Ward

It was with some sorrow that I came to the last page in Robert Low’s The Prow Beast — the fourth and, sadly (for now?), final book in the excellent Oathsworn saga. Beginning with 2007’s The Whale Road, the Oathsworn series has followed Orm Ruriksson’s intrepid band of adventurers the length and breadth of the Viking world in the 10th Century, from Scandinavia to Constantinople, from Jerusalem to the steppes of Russia, all the while taking them from an obscure band of raiders to far-famed men the subject of song and saga. And it is this fame that lies heavily around the necks of the Oathsworn in this final volume, for their reputation makes them both a target and an ill fit for a settled life away from the sea.

The novel begins with a bang, in the middle of a grim sea-fight against desperate odds — and a wildly dangerous pack of ulfhednar, the ‘berserkers’ of Viking lore. Orm, our narrator for the whole of the saga, then backtracks to explain how his men’s current predicament came to pass, and how the alliance of revenge-fueled Randr Starki and Pallig Tokeson, King of the Joms, was born. A perfect storm of factors collides upon the Oathsworn, who find themselves hated, their treasure coveted, and the pregnant Queen with whom they were entrusted, Sigrith, wife of the King of Sweden, hunted by rivals who do not wish to see her birth an heir to the throne. The Oathsworn’s Hestreng Hall is looted and burned, their longship the Fjord Elk destroyed by Greek fire, and the remnants of the Oathsworn and their families find themselves hunted and on the run. And that is just the beginning.

Read More Read More