Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts

Sunday, April 23, 2017

OMOK Fantasy Supplement

People have asked if I might make a fantasy supplement for OMOK (One Man, One Knight). As this is a man-to-man skirmish game, too many fantastic elements would make it another thing entirely. I am familiar with some fantasy games, though I am not a fantasy gamer  myself. I still have my old copy of Gary Gygaz’s Chainmail” with its fantasy supplement, and Fantasy Games Unlimited’s Royal Armies of the Hyborian Age. A couple of versions of the Wargames Research group’s ancient rules from the early 70s also have a fantasy supplement. Granted that the supplements for all three were meant for mass battles.

On the other extreme were the old Metagaming Rules called Melee, Wizard and their advanced versions. They started as simple man-to-man combat games and evolved into a full Fantasy series. OMOK is a game for a squad-sized unit, ideally of 10 to 15 men. The Metagaming Rules offer a few ideas, but have their limits for OMOK.

The addition of magick is another problem, because it can change the whole game from a squad-sized battle to a magical contest. For a skirmish, the only spell lthat might be useful is to hide troops such as imps and halflings.

Listed below are some ideas I had. Nothing is written in stone. This is mostly a game of combat. Perhaps in the future I will be able to come up with a genuine fantasy supplement that keeps the spirit of OMOK without becoming another piece of nerdware.


OMOK Fantasy Supplement

These are my notes:

As this is a skirmish game, the focus will be on small units of 8 to 20 figures per side. The reason for the disparity with OMOK’s 10 to 15 figures is a matter of the size of fantastic critters. For a balanced game, one might need fewer large characters such as Ogres and more small ones like Halflings and Goblins. This is a combat game on a very small man-to-man scale. There is little room for magickal elements and for larger, more dangerous critters such as dragons, tree-men and thurses.
In our fantasy world, the species of sentient beings are split according in two. Subspecies of one type are humans, dwarves and halflings. Subspecies of the other are ogres, trolls, goblins, imps and orques. Elves are of a different order entirely.


Ogres / Trolls : larger beings of a savage nature. Ogres tend to be hard to control. Trolls are a bit less unruly, and may have a magickal element to them.

Dvaergs, Dwarves: small, strong people who are skilled miners and smiths. They prefer to live underground. Whie they have the strength of man-sized beings, they are not as fast.

Goblins: Think of the green version of dwarves. Goblins tend to dislike bright sunlight. They prefer woods and the shade of towns.

Elves: lithe beings renowned for archery. These are smaller than men and wear light or no armor.

Halflings: like Hobbits, very small people who are good at hiding. Halflings fare poorly in close combat against larger beings. However, they can throw stones with the impact and accuracy of a short bow.

Imps: think of green halflings. who hate bright sunlight. Imps do not have the halfling stone-throwing ability. They are good archers and get a +1 when shooting at enemies who are smaller than man-sized.

Orques: man-sized beings, strong but not bright. Hard to command because they tend to act on their whims.


I imagine ogres as being big and nasty. They operate in twos and threes, motivated mostly by instinct and emotion. These are not logical beings. Ogres will attack the nearest enemy unit provided they have an advantage. They are smart enough to know when to avoid a fight. When overwhelmed, they will rout and run through anyone in their path.
When fighting ogres, the Rule of 3 becomes the rule of 4 for man-sized combatants and the Rule of 5 for halflings, goblins and elves.

Dvaergs work well on hills and in woods. They are strictly hand-to-hand fighters. As such, they get +1 when defending a hill or woods. They move slower than humans, deduct 1 from their movement in towns, on open ground and on roads.

Goblins do well on hills and in woods. They do not like direct sunlight. If they are in the open for more than three turns and are not engaged in combat with an enemy unit, they roll a die for control. 1, 2 and 3 means they move to the nearest shade: woods, a town or a hill. An officer with the goblins adds 1 to that roll. Of course, this does not apply on an overcast day. Unlike dvaergs, goblins can have archers and slingers firing the short bow.


Elves are like nature spirits. The are lithe and agile. Archery is their milieu. They move quickly and shoot well. Elvers are especially mobile in their own element. On the other end, they are less capable of sustaining damage in close combat. they fight man-sized opponents at -1. Against men, the Rule of 3 becomes a rule of 4.

Halflings are not usually involved in combat. For them to be present on a battlefield, there must be a special reason, such as having their homes in the line of combat. These small people move slow and are at a -2 in close combat. However, they throw stones as if firing a short bow. Halflings can hide easily, so they could launch an ambush and be a nuisance to regular units. Against men, , the Rule of 3 becomes a Rule of 5

Imps are nuisance critters attached to part of the landscape. They are more prone to mischief than actual fighting. Imps will harass anyone on either side who enters their land feature. They fight man-sized beings at -2 and cannot use missile weapons. Against men, , the Rule of 3 becomes a Rule of 5

Elves can also be nuisance creatures. They might be attached to a wood, pond, swamp or hill. Any unit passing through an elven place has to get safe passage. You need a 4, 5 or 6 to get past the elves unscathed.  An elven unit can add 1 to the die roll.  1, 2 and 3 means you have to fight the elves until you get beyond their place.

Officers with the unruly and the unpredictable nature of some species, an officer is essential.  He is there to ensure obedience through inspired leadership or fear. When guiding ogres, orques and goblins, it helps to have a leader who is bigger and meaner than they are. A troll is a suitable officer for orques and ogres. A ferocious human can handle orques to a point.


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Years ago, I was an avid reader of the stories of Conan the Barbarian by Robert E. Howard, and additions by L. Sprague DeCamp and others. I was already familiar with Norse and German folkore as well as some of the Irish folktales along the same lines. The Conan stories had a more realistic feel than  Tolkein’s stories. Fanatsy & Science Fiction was a great magazine then, and often included a couple of high-end fantasy tales. One of the most entertaining books I had read was ‘Three Hearts and Three Lions” by Poul Anderson. For instance, the book’s telling of a run-in with a troll is some of the best fantasy I have read. Also, the lead character is a Dane who thinks and acts very much like a modern Scandinavian. Seeing a 20th Century Northman encounter a medieval fantasy realm is itself a funny thing.

There are many fantasy figures out there and they exceed the quality of what was available in the 1970s. Back then, I painted up a batch just for the fun of it. And it was fun. A cyclops in a leopard skin, some lizardly fellows, a werewolf, trolls and the like were a departure from historical figures. A person could easily make several fantasy units for OMOK.

I may continue with the project, or I may let it lie for a while. That remains to be seen. I am still working on a Sci-fi supplement to OMOG and a Samurai supplement to OMOK.

For your convenience, here is a link to the OMOK medieval skirmish game rules:  http://www.thortrains.net/armymen/OMOKnights.pdf

Wednesday, January 13, 2016

SciFi: Space, Mystics and Magick

Though science fiction, fantasy and horror are often lumped together, they are three very distinct genre. Science fiction deals with speculative fiction based on science, be it the science of the present, future, or an alternate world. Fantasy deals with non-scientific realms based on folklore, myth and magick. Horror involves both criminal acts and the work of monsters. While the premises behind some characters may seem occult, Horror’s essential nature is to entertain via the terrible and ghastly.

We expect the mystical in fantasy. Wizards, sorcerers, and magickal entities are part and parcel of the genre. Books like The Hobbit, the Lord of the Rings, the Conan series by Robert E Howard and Three Hearts and Three Lions by Poul Anderson typify the fantasy genre. In the aforementioned examples, the protagonists encounter strange mythic beasts and magick-wielding adversaries.

Fantasy was separate from science fiction for one simple reason: plausible deniability. Many felt that science and spirit were separate matters. For many sci-fi buffs, things had to have a scientific explanation, even if it were based on fictional science or things not yet developed.  A science fiction writer who incorporated any mystical or magickal elements had to tread lightly. It was too easy to slip past the thin line of plausible deniability.

The original Star Trek series had a few episodes that touched mystical subjects. For example, one involved a “Roman planet” and worshipers of the Sun / Son. Another had the crew encounter the Greek God Apollo. Even then, there was an attempt at a scientific explanation. More often than not, those that dealt with unusual phenomena found a rational explanation for it. Apparently, in the Star Trek universe, telepathy and empaths were within the realm of science, but sorcery was not.

The Star Wars franchise introduced its own mystic element known as The Force. According to its lore, the Force was a power that could be used for good and evil. Certain knightly mystics known as Jedi and Sith learned to use the Force. These characters were like the Japanese Yamabushi warrior monks. Unlike the Yamabushi (lit. “mountain warriors”), the knights could use the Force to influence others and move objects. For instance, near the first movie’s end, the hero drops into a Zen-like state to let the Force guide him to launch his missile accurately.

What is this Force? It is like bits of the Astral, Ki / Chi, Prana,  Megin / Magna / Macht, Wyrd and synchronicity all rolled into one. Of course, the power is fictional and any connection to actual mystical or occult phenomena is tenuous at best.

Star Trek Deep-Space Nine had its own mystical aspect involving the Bajorans and their religious connection to the Prophets, which were actually “wormhole aliens.” On the bad side were something like demons, one of which was called Kosst Amojan. Prophets and the demons could possess people. Of all the Star Trek series, this one was most connected to a mystical and religious trend.
Farscape. and the other Star Trek franchises had their own occasional contacts with mystical events and beings. Farscape’s search for the wormhole itself was bizarre and at times esoteric. The character Q on Star Trek’s The Next Generation and Farscape’s Zahn and Stark each had mystical attributes.

Too much of the mystical in a science fiction story can dislodge fans who insists on science.

A peculiar thing about science fiction is that many aliens are similar to the appearance and mannerism of mythic beings. Star Trek’s Klingons are like orcs or hostile imps. The Vulcans and Romulans have a similarity to the old Norse light and dark elves, respectively. The Scarrans of Farscape are a hominid dragon species. Scorpius is a wraith or ghoul. Star Trek’s Jawas are like dwarves who work with metal things. The Wookie could be Bigfoot or a wood troll.
Several members of the crews of various science fiction series correlate with mythic roles. One finds the Jupiterian leader, Mars warrior, Venus love interest, and so on. We find a similar thread in Captains Kirk, Picard and Archer, John Crichton, Adama and Han Solo. Scotty, Worff and Ka Dargo share more than a volatile temperament. Many a successful ensemble follows older patterns of storytelling.

Darth Vader is a mirror image of the heroic Captains and Commanders mentioned earlier. He is the same type but works for the opposition.

So why have we not seen these patterns before? We have! Prior to the rise of science fiction on television and movies, the Western genre was the popular milieu for storytelling. Instead of the crew of a star ship, the ensemble members were the townsfolk of Gunsmoke, the family of Bonanza and the various characters of Maverick. You may have noticed that Lorne Greene played a similar type character both as Ben Cartwright, family patriarch of Bonanza, and Adama, commander of a battle-star ship. It is all part of telling a good story

Science Fiction is the mythology of the present and future. In view of Dr. Carl Jung’s work on archetypes, it should be no surprise when an old magickal myth re-emerges in a modern scientific context.

Personally, I find that many attempts to include the mystical with science fiction fall short. Brief encounters such as those in the original series of Star Trek are fine, so long as they remain well within the limits of plausible deniability. With my background of esoteric spirituality, I find that many writers do not have enough knowledge of the mystical to include it in science fiction and remain plausible.

Star Trek: Deep Space Nine overplayed the “wormhole aliens” and the Bajoran mysticism. The series went from science fiction to occult drama, complete with bizarre rites, demonic possession and evocation of evil spirits. That is the kind of thing you expect in a horror movie, not a science fiction series.

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Gaming with mystical elements has been around since the 1970s. The Chainmail miniature game for Medieval Warfare added a fantasy supplement to accommodate entities from various popular books and myths. This later evolved into the pinnacle of nerdware, Dungeons and Dragons. The game blended magickal and other esoteric properties with Medieval weapons and combat techniques.  This was strictly within the fantasy genre, where science has little impact.

The Chainmail fantasy supplement included several magickal spells that could be used in miniature battles.

Science fiction is a very different genre. Mystical and magickal powers would have a much smaller place. As with nerdware like Dungeons and Dragons, it could be used in a role-playing game.  For sci-fi battle and skirmish games, the impact of magick and mystical powers would be limited. Things like the Vulcan Mind Meld and wormhole aliens would not find a place, as these are things that occur in non-combat situations. In fact, most of the mystical things added to science fiction stories tend to happen only outside of combat.

One mystical power that has combat application is the Force of Star Wars. The Force can improve a fighter’s ability to aim and to use a weapom. A person with enough Force can deflect projectiles and other weapons. An expert can use it to influence others, move objects and attack at a distance. The trick for gamer makers is balance. A character could become too powerful and offset the balance of the game. On the other hand, too little power lowers the value of such a character.

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I have been exploring the varieties of spirituality for decades. As was said, I’ve been “...from Alchemy to Zen and back again.”  This is not to say I am expert in the many systems that I researched. I spent more time with some than others. Several were studied and experienced in depth, others with less interest.

One thing that must be noted is that a religion may seem bizarre to outsiders, but it is perfectly normal to its adherents. Here is an example:

A fellow I knew was stationed in Thailand with the Air Force. He became romantically involved with a local woman and they decided to be married. The man was Catholic and wanted to have a Catholic wedding. He took his beloved to the nearest English-speaking Catholic church to make arrangements.

The results were not what he expected.

Behind the altar of the church was a large crucifix with a painted statue of Jesus mounted on it. There were other statues in the place, as well.  The Thai woman was mortified. She was terribly frightened by the large statue of a man being crucified with bloody wounds and thorny crown. The Buddhist woman left in terror and refused to go back.

Catholics and most folks from Western countries take a crucifix in stride. Whether Christian or not, they know the basic Jesus story and are familiar with the cross as a religious symbol. They also have seen the Catholic crucifix and know its context. People from other cultures may regard it as strange and  frightening. By the same token, Christians from the West may see Hindu and Shinto rites as weird. Even within Western culture, adherents of conventional religions may find Rosicrucian rites exotic and eerie. Those familiar with Western esotericism would see nothing unsettling about them.

Whether sci fi or not, unfamiliar religious and spiritual practices may look bizarre. Again, those involved in those beliefs consider them perfectly normal. For writers of sci-fi, it is a good distinction to understand when writing of alien rites and beliefs.

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Tomorrow's article will include suggested rules for adding special powers like The Force and telepathy to skirmish games.