Tuesday, March 18, 2025

Race as class? Or Cultural Classes?

I never liked or understood race as class. My first contact with RPGs was the Czech game Drači doupě (literally Dragon’s Lair), which came out in 1990 and is loosely based on 2e AD&D. Coincidentally, that was the second rule system I learned. Race as class was not a part of them.

When I got into older editions and the OSR scene, I found the concept perplexing. Why is this a thing? was my question. So I never ran it.

 

Now that these starting experiences, biases and disclaimers are out of the way... Here is my take on race as class. Well not really. I’m not writing this to shit-talk the concept of or people who use it. Rather this is about how I got to understand the ideas behind races as class, and my own solution or twist to it.

 

In general, I do not like the concept of “races”, “racial bonusesand “racial/biological determinism” in RPGs. I’ve used it, because that’s how games are built, but eventually started moving towards “kin” as per Forbidden Lands. Still, even that didn’t feel enough and I shifted my worlds and games towards “cultures”. 

 

A few days ago I was cleaning my flat and listening to BECMI Berserkers video on the BECMI Gazeteer 5The Elves of Alfheim and it all finally clicked. What spoke to me from the video was the point that Elven society, culture and way of life are just so different and foreign from human that the concept of standard classes just cannot apply to the Elves. My immediate reaction was Yes, this makes complete sense and I agree!.

 

This brings me back to cultures and my question of Why is this a thing? There is no obvious biological reason why an Elf could. It all clicked. It’s not a biological or “racial” barrier. It’s a social or cultural one, their societies have different value systems, structures, social norms, etc. It’s “nurturenot “nature”.

 

So are classes without restrictions of kin or cultures the answer? That’s also not really satisfying because it would imply that all societies in the setting function fundamentally the same. That’s also kinda unsatisfying if you ask me. Furthermore, it just makes classes less unique. A Dwarf thief is essentially the same as a Halfling thief, Elf thief, Dragonborn thief, whatever. Just re-skinned. I mean that’s how your world works, knock yourself out. I’m not here to judge.

 

What I find way more interesting from a world-building, lore, and creative aspect are Cultural (specific) classes. 

 

How would they work? I’ll try to be brief.

 

I like to see the standard classes – fighter, thief, wizard, cleric, ranger, paladin, bard, etc. as those which are based on human society or the “main” culture in the setting. Other societies and cultures, therefore, need classes specific to their societal and cultural specifics. I’ll try to use my own world and setting to demonstrate and hopefully clarify my thoughts.

 

Simplified, the world is basically divided into two cultural spheres. The West is dominated by Humans, it focuses on industrial and technological development magic is shunned (except for clerical/religious magic), and those who wield it are seen as unnatural and ostracized. The East is mainly, but not exclusively non-human and magic is a part of most societies in different ways. So the standard classes are for characters coming from cultures in the West. Characters coming from the East need their own classes.

 

I never fully developed the East of my world, as my campaigns are taking part in various frontiers of the West. The Easterners are shrouded with a bit of, or a lot of, mystery. Finally, I was able to move forward. 

 

Edit: Because there have been misunderstandings, I want to make it clear that the three class concepts below, are by no way the only classes of their cultures, i just selected these three from 12 ( I have currently 4 per culture), to save space and, well, wouldn't expect everyone to be interested. It's not meant as only one class per culture.

 

Mountain Dwarf culture

-  Affinity to earth and fire magic; Religious cult of the Sacred Fire, Settled where there are natural resources in stone and earth to exploit; Focuses on construction and mechanical constructs.

  Smokewalker - Class

  • Focused on reconnaissance and infiltration.

  • Adept at ranged combat.

  • Uses fire, smoke and ashes for decoys and stealth – ashes from fire rituals for temporary invisibility.

  • Can temporarily change the form of solid objects to smoke. On later levels can give smoke form to living things and eventually themself.

 

Wolf-kin culture

– Affinity to air magic; society of scattered, cooperating, small self-sufficient communities with clan structure; Guerrilla warfare tactics; Uses scent for communication alongside a written alphabet.

Nose - Class

  • Focused on creating scents for (covert) communication, record keeping, knowledge preservation and practical use.

  • Adept at combat with staves and polearms.

  • Creates alchemical scents to pass messages, keep records, and make notes undetected.

  • Creates scented poisons, healing potions, and concoctions to bolster the body or mind.

  • On later levels has access to some air magic spells, those related to winds, clouds, whirlwinds, fogs, etc.

 

Elven culture

  • Affinity for most types of magic started with nature magic; Magic imbued to most devices/technologies; Even use magic as currency; Society focused on trade, exploration and dominion.

Crafter - Class

  • Crafters are those who train to create magics.

  • Starts with a few simple cantrips/spells and magic-related abilities  – read magic, detect magic, magical commands, and simple physical protection. 

  • Adept at combat with a pistol and a blunt sidearm.

  • Studies magic and tries to understand its specific forms and functions. Does not gain access to more magic early on.

  • Later levels, after sufficient study can “craft” magic – no clearly defined spells, but effects and commands that can be combined.

  • Afterwards, the class is split into two paths: Words – Those who cast magic. Glyphs – Those imbue magic into armor, weapons and objects. 

 

I have a few other class concepts jotted down, that make sense in my world. I try to keep them different enough to show the cultural specifics but also keep them understandable as to how they are used. 

 

Tthese classes are cultural, so there are no “biological” or “kin” restrictions. A Human brought up in an Elven culture can become a Crafter or a Two-Moon Divine as much as an Elf brought up in the dominant Human culture, could become a fighter or thief. In theory.

 

Currently, these are concepts. I will focus on making them into more fleshed-out classes, but perhaps first into backgrounds for Cairn, for my open table game. I am not sure how to exactly balance them out for B/X or OSE standards as I do not use a purely gold-for-exp system and prefer my own character progression (but those are different topics). And anyway, half the fun of creating is figuring things out.

 

Lastly, I don’t expect that I am the first person ever who thought of this. I expect that others tried this either with house rules or even maybe in-game systems. If there are similar works or concepts in NSR / OSR circles, please share.

 

 

Saturday, February 8, 2025

Solarpunk and it’s role in TTRPG’s

 A few days ago, while we were exploring some thousand-year-old ruins, my partner met a local writer and activist and got into talking. Their discussion revolved around the question, what, in these times when the far-right and corporate power is taking over more and more space in our lives and society, should be the role of fiction? What should it bring to the public? On the way back we got to talking and well my answer to this question was solarpunk. Now I am not a writer, at least not in the traditional sense, but I do write things for (my) games. So how does solarpunk translate into TTRPGs? And specifically into NSR?

 

 

Some time ago, I was told that solarpunk does not make for a good RPG (or OSR?) concept, as it’sutopianand hence lacks interesting conflicts. I feel this belief is due to a misunderstanding of solarpunk – just cause it is not a grim dark, brown-grey, everything-is-going-to-hell medieval fantasy, or a corporate, neon, cyberpunk dystopia; solarpunk as a theme is not averse, to struggles, conflicts, and many interesting and difficult choices to be made

 

The solarpunk visuals of green pastures, cities overgrown with hanging gardens, or Ghibli-like landscapes do not evoke the same emotions as your low-fantasy or cyberpunk settings, sure. Don’t get me wrong I do enjoy those so much, but looking around at the state of current events, and the bleakness that it mirrors in fiction and games, I feel like reaching for something more. A vision of hope, of a way out of it all, a ray of light. And anyway, Nausicaä and the Valley of the Wind or Princess Mononoke are damn good fantasy, brimming with intense scenes, tough choices and conflict through the roof...

But okay I am not here to write about movies, even though it is my blog, so I guess I could... Anyway back to RPG games.

 

One of the defining characteristics of (table-top) role-playing games, is making choices through your characters. Different authors and communities have been able to bring this choice-making to games of various genres and settings – from space operas to the heroic quests of the bronze age, from the weird Wild West, to the filthy streets of medieval European cities and beyond. Solarpunk is no exception.

Over the past couple of years, I have put together a small collection of various solarpunk (inspired) TTRPGs. I do not claim to have read all there is, and for certain I know of several pieces that have so far eluded me. That said I believe there are three games that stand out for me. 

 

 

 

 

First is Lost Eons, a game I reviewed, that deals with returning back to the surface world, rediscovering and getting in touch with the restored natural world above. Mechanically it is inspired by the 24XX and Blades in the Dark systems. The choices revolve around leaving behind the safehaves(some) humans built to escape the climate collapse, interacting with the various post-human societies and exploring the world. Leaving behind the old and getting to know and understand the new. From unusual communities, friendly and welcoming, to bizarre and cautious, wild beasts, mutations and anomalies of the old... There is plenty of space to embrace conflicts and choices to be made

Lost Eons on Itch

Lost Eons on DrivethruRPG

Autors page

 

 

 

 

Cloud Empress is a game that has been getting some attention recently. Then again, it is a recent game. Built on Mothership 1e rules, it takes us to a post-collapse world. Visually it is more of a mix of Nausicaä and Art Noveau. The game's motifs involve the magic and power of the ordinary - people, farmers, chalk; big magical bugs; power-hungry lords in Cloud cities dreaming of Empire, Bodyhoppers, time warps, diverse characters, lost relics, and weird shit. Oh yeah also rebellion against the lords above, and living in a world that burned after the old rulers – Torturers, left for the stars and left the poor behind. Pretty solarpunk, I believe. I mean the author directly references Nausicaä, so you can just take their word. 

Cloud Empress on Itch

Cloud Empress on DrivethruRPG

Authors page

 

 

 


Our Vale of Discontent is a system-agnostic, fantasy-solarpunk, mini-setting, with various contentious factions, inventions and technologies based on the energy of the sun, ceramics, mushrooms, and magic(k). A delightful resource filled with content, you can plop into your world as is, or dissect for your needs (it has served me sooo well in that regard). I will just let the authors speak here. The major intended themes of Our Vale is community, power, violence, and how they intertwine. The setting aims to engage with: how communities are built, how trauma affects those communities, and how a community can overcome that trauma to build something new. This setting/module/zine / whatever was designed as solarpunk and it doesn’t hide it. For me, this is the place the start when wanting to mix solarpunk and fantasy. 10 out of 10 and I recommend it all the time. 

Our Vale of Discontent on Itch

Our Vale of Discontent on Exalted Funeral

 

 

So okay there are, at least, several noteworthy, solarpunk games, settings/zines. solarpunk is a genre that can be and is, used in TTRPGs. I use it in most of my campaigns myself, as my main setting, is a world struggling to find its way through a climate collapse caused by the onset of industry, where magic and technology mix, the old regimes, reactionaries and those hoping for a new, sunnier, future. Nevertheless, amid all these games, my own or of others, there is something I miss.

 

A lot of solarpunk fiction deals with a world after things have fallen apart, broken down, the climate collapsed and the world still (somehow) survived and we have been able to build a better, society for us. But sitting in the middle of all of that’s going on, I feel there is more than solarpunk fiction can give us than a glimpse of a far-off future. I believe it can give us a vision, and hope by which we can struggle against, and overcome the looming cyberpunk dystopia that seems to be lurking around the corner.

This brings me to my next idea, an idea for a game about going on adventures to gather resources, and technologies to build and develop our communities, to bring people into those communities and about inspiring others to fight against that cyber-corporate hellscape. But that is the topic of another post, which I will write as soon as I have a more extended pitch and idea (if my ADHD brain allows me to).

 

Praise the sun.

Saturday, January 25, 2025

Experimentator, Mountaineer and Stalker - Cairn 2e Backgrounds

 

Inspired by a post from diogoNoGood on the /OSR subreddit, I’ve decided to share a few of my backgrounds for Cairn 2e – The Experimentator, The Mountaineer and The Stalker. All three are available (for free of course) down below. But first a couple of explanations. As I'm really not good with blogger, the links to the full backgrounds are at the very end of this post. Also a shoutout to kalkulus on the Cairn discord who provided me with this template they made for the backgrounds.




I developed these backgrounds for an open table hexcrawl I am running in my home city of Bratislava. Actually I used the Cairn 2e Wardens Guide to design the majority of the hexcrawl.  The system I use is an amalgamation of various rules lite systems and my own things on top. This can be seen with the Mountaineer – Answer 3 to the first question, references + 1 contacts, which are a mechanism I use for downtime (I might perhaps describe it in another post). Feel free to replace it with anything that would be useful during downtime in your game. The mentioned rumors can be replaced with omens from the Cairn 2e Players Guide.



The backgrounds were made to fit into the world, where I developed these backgrounds for an open table hexcrawl I am running in my home city of Bratislava. Actually I used the Cairn 2e Wardens Guide to design the majority of the hexcrawl.  The system I use is an amalgamation of various rules lite systems and my own things on top. This can be seen with the Mountaineer – Answer 3 to the first question, references + 1 contacts, which are a mechanism I use for downtime (I might perhaps describe it in another post). Feel free to replace it with anything that would be useful during downtime in your game. The mentioned rumors can be replaced with omens from the Cairn 2e Players Guide.



The backgrounds were made to fit into the world, where I run most of my games – low magic, post-industrial collapse (at the very beginning of the industrial revolution), with a solarpunk motif. Sooo various thingamajigs that are a hybrid of (nature or solar) magic, and technology. For example the Experimentators’ solar lantern, functions with a small light collector, which, when charged can produce light.
If you are interested in solarpunk in OSR, Our Vale of Discontent is the place to start.

Lastly a word about the art. As I’m too slow (and self-conscious) to make my own illustrations I scoured the internet. The art is not my but from various sources, I made sure to credit and add links to the respective authors. Maybe one day I’ll make my own.

But yeah without further ado, below you can find the Experimentator, Mountaineer and Stalker backgrounds (not just) for Cairn 2e. 

 

 You can find the full version for free on itch

 

Or below on google drive:

Experimentator background

Mountaineer background

Stalker background



 

 



 

 

 

 

 

 

 

 

 

 


 


Race as class? Or Cultural Classes?

I never liked or understood race as class. My first contact with RPGs was the Czech game Drači doupě (literally Dragon’s Lair), which came o...