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TheronKuntz
[color=rgb(0,128,0)]Old Lands[/color]

[color=rgb(0,128,0)]By Lord Teric[/color]



[color=rgb(0,128,0)]Pre-Zothaar: Old Lands History Backstory Example-3[/color]

[color=rgb(0,128,0)]After the undercover agent from the Kingdom of Carina had taken a brief interim to build his network and send an important communique to Carina's Intelligence Office, he proceeded under an established criteria to enter the Royal City's Trade Guild chambers where he would penetrate a ficitious organization or cult.[/color]



[color=rgb(0,128,0)]Entering the meeting chamber was accomplished with ease as the agent recognized visual call signs presented to him and the visual signs' order of precedence. The agent was able to establish the order of calls on the day of the meeting when certain "marked" supplies entered the Royal City during the early morning hours.[/color]



[color=rgb(0,128,0)]At each of the three security checkpoints prior to entering the meeting chamber, the agent was shown a list of symbols and impromptu markings used on past Trade bills. These were presented by the security detachment; the symbols and markings were placed on a piece of rough parchment. The guard simply showed the parchment's contents and proscribed to entrants wanting permission to enter the chamber to select the correct "mark" or they would not be allowed into the meeting. Although the guard's proscription was a latent self-admission for the agent, because why would he be in the Trade Guild for a meeting to fail the test to enter, the agent carefully inspected the parchment's symbols knowing that he could easily change his network's frame without drawing too much suspicion about his covert activities.[/color]



[color=rgb(0,128,0)]The parchment was decorated with more symbols than other marks, such as strikeouts and rewritten or substituted items. The items presented in this manner all appeared to be a newer type of exported goods, while the symbols for the other goods were more prolific but of older, more war-orientated trade items, such as stock wood and metal fittings. It occurred to the agent that one symbol appeared similiar to the symbols used on the Trade bills for the early morning register, which might mean that entrants and personnel were being tipped as to what symbol to employ for entrance.[/color]



[color=rgb(0,128,0)]Since the symbols were of older nature and the other goods of newer type of nature, it would seem appropriate to open a meeting based on past-to-present rather than on present-to-past associations, opting for a symbol to honor entrants and Trade Guild members, so the agent selected the symbol with pertinent agility. The waiting guard immediately confirmed that it was the correct mark. A senior guard, however, wanted to confirm the selection and asked the agent to re-select the symbol once again. It was during this instance the agent discovered a dagger firmly place in the senior guard's belt on his backside.[/color]



[color=rgb(0,128,0)]The agent proceeded to the meeting chamber only to be surprised by another security checkpoint . . ..[/color]

TheronKuntz
[color=rgb(0,128,0)]Old Lands

By Lord Teric


Pre-Zothaar: Old Lands History Backstory Example-2

The new year began rather quiet for the Kingdom with the exception of one unexpected report: one of the fifth King's spies caught a mercentile trader with documents that had affixed a false king's seal. The particular falsification in evidence appears more legitimate because of the Trade Guild's penchant and procedure for exact processing. Upon further questioning of the legal carrier, the merchant declared he wasn't aware of the false seal, wouldn't copy the seal because of the nature of the penalties that could be imposed, and wasn't sure who placed the fictitious seal on the documents.

Trade bills obtained from the authority at the Trade Guild showed that the arrested merchant was trading, excessively, with exported goods from the Kingdom of Carina to an adjoining kingdom. Some of the Trade bills' list of goods were alterred by striking out original shipments and the entering of substitute shipments, with less numberous strikeouts without any substitution, and others were given some form of reference or encryption.[/color]

[color=rgb(0,128,0)]Additional investigations from the Kingdom of Carina's Trade Guild and Intelligence operatives about the location of the delivered goods found nothing, or in some instances, found goods in storage areas that weren't associated in anyway to the list of goods on the alterred Trade bills. The investigation abruptly ended with the death of a Kingdom of Carina's Intelligence operative whose last message denoted that he had penetrated a Trade Guild cult.[/color]

[color=rgb(0,128,0)]The arrested mechant trader remained, indefinitely, in detention for Royal crimes as well as for Trade Guild violations and malfeasance, grand embezzlement, and operating improperly under Inter-territorial Regulations.[/color]

[color=rgb(0,128,0)]After a brief time, a comminique was sent to the fifth King underscoring the circumstances leading to the tragic death of a Carina agent . . .[/color]

[color=rgb(0,128,0)]Please read succeeding entries--[/color]
TheronKuntz

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[font=arial]The Old Lands[/font]

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[font=arial]The Old Lands is my backdrop in my storyline for the Empire of Zothaar RPG. The backstory is necessary for improving, expanding, and elaborating on plot elements.[/font]

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[font=georgia]Pre-Zothaar: Old Lands History Backstory Example-1[/font]

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[font=georgia]There is a pre-history to the Empire of Zothaar that involves the Old Lands to the west (of the Empire of Zothaar). Prior to formation of the colony states and the mass exoduses to the Land of Zothar, the Old Lands contained many kingdoms and princedoms. There was great economic wealth enjoyed by the Old Lands' states but trouble became present too.[/font]

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[font=georgia][color=rgb(0,128,0)]The real trouble had taken the form of radical political agents subjugating a state's wealth apparatus and, subsequently, redeploying it. Once a major portion of the state's wealth was controlled and distributed else where, state officials had little recourse but to either borrow or wait for controlled resources from radical entities. Most likely, none of the optional wealth channels would be sufficient to fulfull the state's demands--thus a puppet state.[/color][/font]

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[font=georgia][color=rgb(0,128,0)]Five kings fell victim to this master money and resource scheme before adequate protections and actions were initiated. These proved inadequate, however, because the radical political agents formed league with others who had similar interests, and what was formed was a new Supra-Corporation with league headquarters in several major cities.[/color][/font]

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[font=georgia][color=rgb(0,128,0)]A particular chaotic period ensued. As species became diminished, states found it increasingly difficult to train or hire troops on a regular basis. Troops protect the sovereignity of the state and the safety of its mechant trains or caravans that travel hundreds of miles to secure resources. As troops decreased, crime increased. Merchant trains were frequently raided. It became difficult to feed poorer populations if they hadn't found sustenance through natural means. [/color][/font]

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[font=georgia][color=rgb(0,128,0)]The constraining manner of the supply and demand situation caused the first King to suffer a nervous breakdown. He was sent to his mountain chateau along with his retainers on permanent medical leave from his duties. Councilors were authorized to manage the reorganization of the kingdom in his absence, and these were amply paid by the Supra-Corporation.[/color][/font]

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[font=georgia][color=rgb(0,128,0)]Please view new addition later . . .[/color][/font]


[font=georgia][font=arial][color=rgb(0,128,0)]Legal Citation: The Old Lands backstory is owned by Theron O. Kuntz. Copyright 2013. All Rights Reserved. The Old Lands backstory elements is used to supplement and build the Empire of Zothaar RPG.[/color][/font][/font]

TheronKuntz

The New Zothaar Directive-2

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[font=arial]A Recapitulation[/font]

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The new form related to the old Zothar and its backstories is the new Zothaar, its creative extensions of backstories, the continual hyper-expansion of its military elements,

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the digital development of Zothaar's map and primal structures using a software application for digital design and mapping, such as Profantasy products, starting development of the digital online MMO, its design title, MMORPG[sup]3[/sup], and the objectification of the digital RPG, FPS, and RTS genres by offering slices of Zothaar for locus and period game development. The backstories for Zothaar includes the Old Lands, now to the west of Zothaar, across the Western Seas (old Eastern Seas), early history about (old) Zothar, including its mythopoeia, the changing political structures, and the Corvina Jungle tribes. Zothaar has developed an extensive land and sea military in order to protect its citizens and properties, thereby maintaining its economic growth and global superiority. Eventually, its milestone will be reach with the massive invasion of the Old Lands and the death of their nemesis, the Insane Anarchist and destruction of his legions.

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TheronKuntz

Digital Connation Objectives

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[font=arial, helvetica, sans-serif]THE NEW ZOTHAAR DIRECTIVE[/font]

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By Lord Teric

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T

he Zothaar connation RPG is my new initiative. What is "The New Zothaar Directive?" Simply stated, Zothaar is the digitial enhancement of old Zothar, which was entirely designed and developed using manual artistic methods. This begins my entry into my Design Journal. The purpose of this journal is to explicate and provide examples on the development of the Empire of Zothaar (old Zothar), outline its digital gaming profiles, and demonstrate its programming codes. No doubt, the programming codes will be last on the list because I must setup with the necessary tools. My primary concern, at this point, is artwork.

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Zothaar will also be an expansion of old Zothar. It will have larger territory with the Emperor's capitol city, but Aden is now a suburb, with the Empress' fortified city of Adriana nearby. Other basic topographical issues:

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[color=#008000]The large fortified city of Megara that protects the east and southeast approaches to the capitol city and Adriana has a Maze Master Overlord and a super-elite Nanotun Contingent of the Zothaar Army. Megara retains its archer complement that is armed with the Zothaar composite bow.[/color]

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[color=#008000]To the northeast in the high mountains and the end of the "Shield Wall" are the small provinces of the mystic tribes and the dwarves.[/color]

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[color=#008000]To the eastern seaboard of Zothaar is the large province of the magic users.[/color]

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[color=#008000]Directly south from the capitol city, at a very large distance, are several deserts, now separately titled and reconfigured from old Zothar's, "Undaunted Desert," but still populated by many nomadic tribes and their dervishes. The deserts are also the home territories for the Sun heroes and heroines--and their worshippers.[/color]

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[color=#008000]Farther south and west are the provinces of wood elves.[/color]

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[color=#008000]Southeast near the large island is the province of the high elves or sea elves, who farm one of Zothaar's largest crops of protein.[/color]

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[color=#008000]The New Empire of Zothaar is not only a digital and graphical "enrichment," meant to support and aggrandize traditional RPG and FRP dynamics using generic precedences and procedures, but also provides a base for its serial digital exploitation. The manner of this type of digital exploitation can be realized through the Empire of Zothaar's digital intensification, which includes a MMORPG, entitled MMORPG[sup]3[/sup], that underscores and up-values the complexity and largeness about this MMORPG. The complexity of MMORPG[sup]3[/sup] is signalled by its exponent. An inherent value of its exponential signification is the RTS-mode to conduct MMORPG[sup]3[/sup] battles in real time--and when participants are coordinated to finish their outcomes.[/color]

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[color=#008000]The Fantasy MMORPG[sup]3[/sup] is only the beginning. By extracting additional "slices" from Zothaar's map coordinate system, other "universes" that represent different technological periods of Zothaar growth and transcendence are engendered for participation.[/color]

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[color=#008000]The final Zothaar opus will be the quantification of its experiences learned from its MMOs translated into the RTS/RPG/FPS serial DVD market. The Empire of Zothaar is truly an enormous and prophetic undertaking![/color]

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TheronKuntz

Zothaar Construct-3

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[color=rgb(0,128,0)]INITIAL ZOTHAR DEVELOPMENT--continue from previous entry[/color]

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By Lord Teric

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[color=rgb(0,128,0)]The central feature of Zothar's economy is the military forces. The military is necessary to protect Zothar from external invasion, internecine conflict, and constant war with aboriginal jungle tribes. External invasion originates from pirates, mauraders, dictators, and from the Insane Anarchist. Because of the transition to empire control, there were several break-away states that represents political unity problems for Zothar. The jungle tribes have been continually at war with Zothar, even during pre-Zothar mass migration into the region. It's suggested to participants that they join the military in order to gain wages for adventure expenses and building. There's a quick promotion rate in the Zothar Army, related to upgrading Zothar units on a yearly basis, for recruits who demonstrate exceptional skills, especially when in combat against the enemy. "Lord Robliar's" character constantly showed exceptional ability while conducting the much needed Shield Wall duty, which earned him a commission for a special mission.[/color]

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[color=rgb(0,128,0)]Professor Barker's Empire of the Petal Throne (EPT) had influenced me, immensely, compared to the anesthetized nature of Mr. Gygax's Castle Greyhawk Campaign RPG. There was no "background" for the Greyhawk Castle, just a very old castle crumbling from its age. Hardly any history about the "Greyhawk area" was revealed to anyone, the exception being those participants who had taken the time to indulge in fact-finding adventures by visiting sages, higher wizards, and other NPCs and places. This would take considerable time, and a participant might gain very little in the form of reasonable knowledge, while losing thousands in experience by not conducting "standard adventures." The first Greyhawk adventure modules, starting in 1976, would change the background focus, but it wouldn't be until the folio editions and beyond, from 1980 and onwards, that the World of Greyhawk folio and the Greyhawk Adventures editions would include the historical locations of the original characters from Mr. Gygax's Castle Greyhawk Campaign RPG. EPT introduced the human and heroic paradigms as a background pitch. A participant for EPT knew that he or she would be casted into a situation in which the planet had suffered a major catastrophe. Politics and resources, for example, were very valuable for the survival of each nation. The militaries were used to protect the political structures and resources or to increase them. Individual or heroic combat/trial, successful combat, increased the political structure and made it easier to increase resources. This type of paradigm, theme, or model was taken from the mythologies of heroic literature to modern situations. Professor Barker recognized the associative factors or impact of myths, and the world at turmoil, from his world travels, from his academic education, and from teaching, such as did J.R.R. Tolkien.[/color]

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[color=rgb(0,128,0)]By 1975, there was one conworld RPG available, thanks to Professor Barker's stupendous creation, and TSR's production team who made sure Dr. Barker had a quality creation on the RPG market. Both Gary Gygax and Dave Arneson were lagging in demonstrating worldbuilding RPG techniques, with the exceptions of the Greyhawk Supplement and the Blackmoor Supplement. In addition, TSR needed to expand its art department, making David Sutherland the supervisorial or lead artist, and expand its art studio to decrease production times. This was handled, magnificently, by TSR's move to downtown Lake Geneva.[/color]

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[color=rgb(0,128,0)]It wouldn't be until the first Dragon in 1976 (and maybe some of The Strategic Review newsletters starting in 1975), Metamorphosis Alpha by James Ward in 1976, the first Greyhawk adventure modules in 1976, and the Dungeons & Dragons Advanced Rules in 1977, maybe some hard and long convention game refereeing, and the core of the adventure module proliferation starting in 1980 that proper didactic primal RPG methods reached the purchasers of the first printing of D&D in 1974. That would be, approximately, two to six years after the first publication of D&D.[/color]

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[color=rgb(0,128,0)]During late 1975, I quit TSR because of insufficient wages, forcing me to stop my creative attitude to maintain my livelihood. By 1976, I was employed with True Value Hardware in Lake Geneva, and by August had enrolled at the University of Wisconsin. That same year, I wrote Wargaming: A Moral Issue? and submitted it to the Dragon magazine for publication.[/color]

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[color=rgb(0,128,0)]Coming Up: The New Zothaar Directive. "Lord Teric" explicates on his mission to use new Zothaar as a non-traditional RPG (using generic rule sources), a gigantic Fantasy MMORPG, smaller MMOs (by extracting locales on the Zothaar's map), and more culture, history, and battles about Zothaar.[/color]

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TheronKuntz

Zothaar Construct-2

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[font=arial, helvetica, sans-serif]INITIAL ZOTHAR DEVELOPMENT--continue from previous entry[/font]

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By Lord Teric

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Is there something else we can learn from Professor M.A.R. Barker? Sure thing! When Professor Barker presented Tekumel to TSR, it wasn't designed for use with the D&D system, although Professor Barker knew the D&D system could integrate with it. Dr. Barker was being a purist. A farfetched statement? Not exactly. There's a certain word that develops from avant-garde work and academic recognition, called "deconstruction," which allowed Professor Barker to navigate away from nontraditional design to a formal design based on the human condition and heroic literature. Professor Barker was able to easily, and most conveniently, deconstruct the most simple tenets underscoring the design ideologies and precedences from Mr. Gygax's Castle Greyhawk Campaign and Mr. Arneson's Blackmoor game. Two design irregularities avoided for the development of Tekumel were the recurring generation of "groups" of monsters (and NPCs) and escalation of their treasures and constant "adventures" by RPG participants into the "depths" of a dungeon.

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It's of no doubt that Professor Baker had held his own design tenets for some time--long before the starting of Greyhawk and Blackmoor. What underscored the design sematics of Professor Barker's Tekumel was the survival of civilization (the human condition) and the heroic form, such as the heroic battles of Achilles vs. Hector or Beowulf vs. Grendel. The participant of Tekumel would challenge, and be challenged by, the Tekumel inhabitants, including challenges from other available participants. Occasionally, a Tekumel participant would compete against a civilized creature. The more you won, whether in combat or individual trial, the more you would be recognized as a survivor of civilization--thus increasing both your rank (level) and wealth.

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As for Kalibruhn, or the World of Kalibruhn, which it became known, this was entirely a planned D&D-supported RPG or FRP and conworld design. "Robilar" had, however, created aspects of Kalibruhn through the convenience of modulization. The concept of the D&D module provided D&D system followers with an inexpensive and packaged mini-adventure. "Robilar" started his own game design business using the module mini-adventure game for his World of Kalibruhn Adventure series, employing the complete D&D system, along with his knowledge of proto-RPG development. The firsthand information he acquired about TSR's marketing directions for primal RPG exploitation and his sagacity and acumen for FRP dynamics and design, "Robilar" created several successful mini-adventures that could be recognized as "ultra-D&D" games because of his affiliations to the Castle Greyhawk Campaign and the World of Greyhawk as Mr. Gygax's righthand man and co-creator of the D&D system. "Robilar's" design precedences were based on experiential ingenuity and the deontological aspects of Mr. Gygax's D&D and RPG system prejudices, practices, and the system's abstract and rigid heteronomy.

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During 1974, I began creating The Zothar Campaign, variously referred to as "Zothar," "World of Zothar," and the "Zothar Empire," before determining the extent of my creative endeavor that, eventually, became entitled the Empire of Zothar. The title used on its small geographical outline map might have been slightly variant. This map, created with Letraset transfers and hand-drawn terrain features, such as the "Undaunted Desert," the "Northern Jungles," the extent of the "Shield Wall," and the large "island" to the southeast, was sold at an auction by Ernie Gygax. Ernie's map, however, was just a copy of the original map artwork.

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Beginning in 1975, the interface for my RPG was built-up to the degree that it would suffice to introduce Zothar to prospective participants. One of the first participants for my Zothar Campaign RPG was "Lord Robilar." The interface elements contained a newly-devised individual (man-2-man) combat system with a "vulnerability chart" setup to cross reference the fighting and protection capabilities of participants with hit location and seriousness of wounds. Percentile dice were used by the adventurers to determine their outcomes. Integrating magic into the vulnerability concept proved difficult, forcing me to accept either an adaptation to the vulnerability concept of the D&D magic system or employing the entire D&D magic system. It was at this point, after testing some alternatives of integrating the melee combat system with the D&D magic system, I realized what was required: a generic system so that integration would be easy. With a generic system approach, authors of RPG conworlds and connations, and those gamemasters who were using other systems, such as D&D and EPT, would only need to make estimates from the "host systems" in order to make or breed a "clone system"; otherwise for non-integration purposes, the generic-mode rule sources could handle anything, including the non-intrusive addition of other technologies into a Sword & Sorcery RPG scheme, for example. My discovery had real merit, but I was still employed at TSR, so I kept mums about the generic mode, surely to avoid legal matters with TSR's intellectual property and encroaching on TSR's market share, which was steadily advancing. Steve Jackson had, at the time, created some convention of the generic mode, but his conceptions weren't necessarily understood by TSR's design and production teams.

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Another aspect of Zothar's interface was dungeon adventuring or "searching" for participants, and in most cases, these were setup on the same conventions that Gary Gygax had demonstrated to us in his Castle Greyhawk Campaign proto-RPG. Using available geomorphs, purchased from the Dungeon Hobby Shop, I began creating 8" x 12" dungeon levels. Since the number of geomorphs were limited in the package, I re-cut the Dungeon Geomorph levels into 1" x 1" and 2" x 2" sections, allowing me to create more variant dungeon levels with the basic scheme of 8" x 12", and sometimes a sub-level or smaller dungeon level. To decentralize participant activity on Zothar's map, several dungeons from 1-10 levels were placed throughout Zothar. Participants had to learn about or discover where they were located in order to reuse them. "Lord Robliar's" character learned about one within Zothar by following information clues while residing at Zothar's capitol city, Arden. This happen to be a major section of lost art paintings (artifacts), including a portrait of a beholder. The wall-mounted paintings were magical, allowing a participant to step into another dimension.

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The concept of modulization brought life to the Zothar Campaign RPG. The extension of the routine "adventure" through other means, such as alternate dimensions and nonplayer characters, were others available to "gamemasters."

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TheronKuntz

Zothaar Construct-1

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THE ZOTHAAR EMPIRE

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HISTORY AND DESIGN OF A CONSTRUCTED NATION

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By Lord Teric

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[color=#008000][font=arial, helvetica, sans-serif]uring the early 1970s, I was introducted to a new genre of recreational gaming. This style of gaming or game format would, eventually, become known as "roleplaying." By 1974, the first printing of Dungeons and Dragons reached the Dungeon Hobby Shop in the small suburban city of Lake Geneva, Wisconsin, just southwest of Milwaukee by approximately forty-minute's drive.[/font][/color]



[color=#008000][font=arial, helvetica, sans-serif]My introduction to the roleplaying game was not extraordinary, however. On that important day, I was accompanied by my brother, "Robilar." We entered the premises of the Gygax family as usual, navigating the home's furniture, pets, and greetings from the family members, including Mary Gygax. The Gygax family were devoted Jehovah Witnesses. Their home was very clean. Their children drilled in religious etiquette.[/font][/color]



[color=#008000][font=arial, helvetica, sans-serif]Mr. Gygax was in his small study, apparently, waiting for us. With him was several small paper folders and a three-ringed notebook stacked with sheets, several with sheet protectors. He introduced me to his Castle Greyhawk Campaign game. I was not impressed and was nonplussed. After several years and untold hours of historical miniature competition, including constructing wet-sand terrain and handling thousands of Medieval, World War II, and Napoleonic miniatures, I was given the verbal details of an inapparent game interface that I would have to explore in order to make sense of my gaming environment. In addition, I had to devise my "character" based on the simple scheme of a Fighter, Magic-user, or Cleric to begin the event. The procedure was simple: the dice determined the class strengths of my "character." Such a game interface startled me because I'd become instilled with viewing 3D terrain, the dispositions of my opponent's army, the knowledge of my troops' capabilities. Mr. Gygax was instructing me to participate in a new type of game in which I would need nothing for the "adventure," just some record of details and notes. Mr. Gygax was the "judge" or referee, providing the verbal details of the "adventure." He was the story-teller, the story-master, which became known as the "gamemaster."[/font][/color]



[color=#008000][font=arial, helvetica, sans-serif]The aforementioned was my introduction to proto-roleplaying game development of E. Gary Gygax's, Castle Greyhawk Campaign, that would assist to succour Mr. Gygax''s conception of the roleplaying game dynamics for a new gaming market segment. The first printing of Dungeons and Dragons introduced the world to the primal roleplaying game. RPG became known as FRP or "fantasy roleplaying" because of the prevalence for the wizard-fighter archetype, such as in Sword & Sorcery fiction, using the Ancient or Medieval periods as a supportive background for character integration and a scientific-historical gauge.[/font][/color]




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INITIAL ZOTHAR DEVELOPMENT

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By Lord Teric

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any constructed worlds followed the D&D system example. Locally, "Robliar" developed Kalibruhn, while TSR promoted Dave Arneson's, Blackmoor, through publication of a supplemental volume in the digest style--typical at the time. Although Mr. Arneson developed considerable material for Blackmoor, as can be attested by the size of the supplemental volume, he was not employing the D&D system for Blackmoor's rule source, but an adaptation of Chainmail's individual combat mode. On the non-local level, M.A.R. Barker's, Tekumel, was submitted to TSR, while TSR hired considerable talent from the Minneapolis-St. Paul region, including Michael Carr (Dawn Patrol), initially as Manager of Retail Operations, then as part of the Design Team, David Meggary (Dungeon!) as TSR's first accountant, David C. Sutherland III as TSR's first full-time artist and Design Team member, and--eventually--Dave Arneson for a short time.

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The development and publication of Tekumel was a godsend for TSR--for several reasons. The most prominent of these reasons was that TSR acquired a completed conworld RPG. This was necessary in order to demonstrate conworld development and to promote their RPG system. Another reason was the considerable academic authority gained from Professor M.A.R. Barker, himself, and his back-knowledge of constructing Tekumel. Finally, all employees at TSR, including the partners, the Design Teams, Mr. Gygax, and Mr. Arneson received firsthand knowledge about a quality-designed conworld RPG, complete with map, histories, civilizations, linquistic differentiations, system of play, and creatures, apparently some of these civilized as well. The knowledge was, especially, important to the TSR production department, because with it, production team members could easily prepare Mr. Gygax's Greyhawk material for publication. Indeed, David Sutherland was constantly busy in TSR's art studio preparing the World of Greyhawk maps after finishing other projects, including Tekumel. Professor Barker's conworld invention became a box set with a very durable, multi-colored map and a "player's handbook" with clamshell binding. The box was given intricate artwork, worth its price tag, for a collector as well as those learning conworld-building RPG techniques. See original EPT box at Empire of the Petal Throne.

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Nevertheless, Professor Barker pocketed his earnings from Tekumel and gained contracts for miniature production of Tekumel's inhabitants, initially secured through Ral Partha Enterprises. Professor Barker's creative skills easily slapped TSR in the face, and in particular, both Mr. Gygax and Mr. Arneson, although Mr. Arneson might have been expecting it anyway. Part of this can be attributed to previous production schedules, and another part on the correct development of an unattested new genre of gaming. Professor Barker's creative package assisted TSR personnel in developing further products.

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TheronKuntz

Overview Journal 3--Periods of RPG

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[color=#008000]Since my main development project will be involved with digital roleplaying games (dRPG), it is my desire to accomplish roleplaying to the upmost extent. Some of my prior testing and work (freelance) was with what might be termed, proto-RPG. Yet I'm consistently aware of many phases of RPG periods, and some of these earlier periods are not development, not in the sense that a design group is active in the development of products that use RPG functions for gaming, whether digital or hardcopy.[/color]

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The term, RPG, was brought into usage during the early 1970s. Why and how is an enigma to me--sorry! It was never related to me. I understand the quantized nature of roleplaying, however, since its inception with recreational gaming beginning in the late 1960s. When I speak or write of "recreational gaming," I mean any genre of new model of RPG, using pencil and paper, referee, and storytelling, from a pre-design conworld-developed or imaginary setting, and by extension, the digital gaming RPG, including MMO.

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I'm not outlining the level of genre, however, because some time periods and products are difficult, although not impossible, to label with exact values. Readers should be aware that some of the later periods of RPG will mix with the development of digital versions of games.

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Periods of RPG[/color]

[color=#008000]1. Pre-RPG (From post-Wellsian HMW rule sources, and generally arrangement of public literature.) [/color]
[color=#008000]2. [/color][color=#008000]Proto-RPG Development (Prior to 1974's release of Dungeons & Dragons RPG.)[/color]
[color=#008000]3. Primal RPG Intensification (Post-release of Dungeons & Dragons RPG.)[/color]
[color=#008000]4. Mainline RPG Escalation (Forums, products, literature, art, support, and conventions.)[/color]
[color=#008000]5. Deconstructive RPG (Underscoring prior development and design techniques and personal values.)[/color]
[color=#008000]6. Hyper RPG (Mixture of elements and media for intrinsic gaming experience, including models of digital versions.)[/color]

[color=#008000]HMW = Historical Miniature Wargame.
RPG = Roleplaying Game
Conworld = Constructed World (the gaming interface or environment)[/color]
TheronKuntz

Overview Journal 2

[color=#008000]My Overview Journal is just that. It means whatever I'm working on or suggesting for my projects, it receives general statements in this journal. Later I will begin development journals. These journals will point to or outline subject matter that must be explored or is contingent for exploring further development of projects.[/color]
TheronKuntz

Beginning Entry

[color=#008000]Beginning Entry: 2/7/2012[/color]
[color=#008000]Unfortunately, my previous journals are missing. Since they weren't that extensive, which I blame to my inadequacy of attendance, they can be re-written. The topics chosen for my "Overview Journal" will cover the general nature, whether its curiosity or early development, of my personal projects for exemplification. Please consult additional entries for more information. Thank you.[/color]
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