The Alexandrian

Minor site news: I just got done fixing up the What I’m Reading review pages. There have been some broken links on those pages for awhile now. Those have now been cleaned up and I’ve also taken the opportunity to add blatant commercialization, as well.

That’s right, ads are coming to the Alexandrian. (Try to contain your horror.) I promise to keep them integrated tastefully into the lay-out. There will be no pop-ups, pop-overs, or pop-tarts mucking up your computers.

Dream Machine Productions

May 30th, 2007

I’m going to finish up the Diplomacy articles in the very near future. Unfortunately, once the series was delayed, it ended up running into other projects that have placed more urgent demands on my time and attention. One of those efforts was the design of Margaret Frazer’s webpage (which I mentioned two weeks ago, but on which work continues apace). But there are also other projects.

One of these is the launch of Dream Machine Productions. The Dream Machine has been something I’ve wanted to create for awhile now, and the pieces are finally coming together. Dream Machine Productions will serve as both a publishing house for many of my roleplaying project and as a theatrical production company. As such it will serve as a foundation for two of the four great passions in my life.

As far as the roleplaying projects are concerned, I’ll be making more announcements regarding those in the near future. For the moment, however, I can proudly announce another major project:

John and Abigail

A 75-Minute Play in One Act
Adapted from the Letters of John and Abigail Adams

Bryant-Lake Bowl Theater
810 West Lake Street
Minneapolis, MN

Friday, August 3rd – 6pm
Sunday, August 5th – 10pm
Wednesday, August 8th – 6pm
Saturday, August 11th – 4pm
Sunday, August 12th – 2pm

Through war and peace, tragedy and joy, the friendship and love of John Adams and Abigail Smith formed a passionate and enduring marriage which helped shape the future of a newborn America .

Through long years of separation – brought about by John’s work in Boston and Philadelphia during the American Revolution – their twin souls were joined only by the ink and parchment of their countless letters. This is the story of a timeless love at the dawn of a nation, of a legendary love that will live forever through its own words…

Uptown Tix – 651-209-6799
Poster – Postcard – Production Photos
Cast – Crew
(Coming Soon!)

Princess of the Empire - Hiroyuki MoriokaImagine for a moment that you have been made aware of a novel with a reputation which places it on the same lofty plateau as the Foundation Trilogy, the Lord of the Rings, or Dune. Its author has carefully crafted an entire culture and society, complete with a language so detailed that many have learned to speak it fluently. Its plot is epic in its scope. Its quality is attested to by a legion of dedicated fans, multimedia adaptations, and widespread acclaim.

In short, it is reputed to be a masterpiece. And you have never read it.

So you go looking for it, but are frustrated to discover that it cannot be had. You are literally unable to discover a single copy of it. But the more you learn about it, the more it sounds exactly like the type of book you want to read.

And then you get some wonderful news: It’s being reprinted! You’ll finally be able to get a copy! Frabjuous day!

So the day finally comes when you hold a copy of the newly reprinted masterpiece in your hands. You crack the cover…

… and discover that the new publishers have decided to not only abridge the book, they’ve also decided to rewrite it as a juvenile.

Imagine, if you will, that you had spent several years searching and hoping to find a copy of the Lord of the Rings or Dune or the Foundation Trilogy. And then, when you thought you finally had a copy, it turned out to be a novelization of the movie which was based on the book.

The emotion you’d be feeling at that moment is roughly akin to the emotion I felt when I finally managed to get my hands on the Crest of the Stars, a space opera masterpiece by Hiroyuki Morioka.

The original novel was written in Japanese. For many years it has been known in English only through the anime and manga adaptations. Starting last year, however, Tokyopop began releasing translated versions of the novel. As is typical for the Japanese market, the book was serialized into three volumes. Tokyopop kept the same format and released it as a trilogy: Princess of the Empire, A Modest War, and Return to a Strange World.

A Modest War - Hiroyuki MoriokaThe novel was translated by Sue Shambaugh. And, unfortunately, the decision was made to release the novel as part of Tokyopop’s juvenile line. The work was minorly abridged, but this was almost a minor sin compared to a translation which fundamentally kiddified the work and stripped out its complexities. The glimmering remannts of Hiroyuki Morioka’s brilliant world-building which shine through in these botched translations is utterly eclipsed by the incessant need to make the characters sound “hip” and “current” (in that utterly artificial way which only a thoroughly dreary adult can achieve when trying to copy “the way kids speak these days”).

Imagine, if you will, an edition of the Lord of the Rings in which Theoden would say things like: “Fine, spoilsport! Oh jeez! I really don’t want to go fight Saruman’s orcs!”

Perhaps you’d prefer it if Frodo’s hair was described using an analogy to a chocolate pudding pop?

Do you feel the pain?

Then you can imagine my pain.

I’d really love to encourage people to go out and experience this wonderful story. But, realistically, you have to be willing to squint your eyes and try to read between the lines to recreate Hiroyuki Morioka’s masterpiece from the wreckage of Tokyopop’s hamfisted translation.

NITPICKING TOKYOPOP’S EFFORTS

(1) The first words of Crest of the Stars consist of a quote from a fictional text. This quote begins: “This crest depicts the Gaftonash. The grotesque eight-headed dragon was long lost to the ages — forgotten, alive only in myth. Resurrected on an Imperial crest, the Gaftonash became infamous…”

When you flip open the book to the very first page you’ll discover a large rendition of the Imperial crest described. Count the heads: 1. 2. 3. 4. 5. 6. 7…

Yup. That’s right. The eight-headed Imperial crest has been rendered with only seven heads. This same image is then reused in miniature throughout the volume to break up the text.

You can literally say that Tokyopop screwed it up starting right on page one.

(2) One of the unique things about the original Japanese publication of Crest of the Stars was the way in which Hiroyuki Morioka worked the fictional language of Baronh into the story. As Tokyopop describes it: “In the original Japanese version, all the text is in kanji, and then above those Japanese characters are the Abh language words (called Baronh) in rubi (a smaller, phonetic alphabet).”

Fascinating. How could you duplicate this experience in an English-language edition?

Well, you could duplicate it precisely: Print the book in double-space print and insert the Baronh words on the interleaving lines. This would be awkward, but I’ve got an edition of Caesar’s Gallic Wars that does essentially this (printing a line of Latin and then the matching line in English and using two different colors to make them easily distinguishable).

You could also use footnotes. Or you could put the notes on the facing page (like the Folger’s Library editions of Shakespeare). Or you could consistently put the Baronh words in parantheses.

Or you could do what Tokyopop did: The first time a Baronh term is referenced the English version is written with the Baronh term appearing in parentheses immediately afterwards. So far so good… But then the English term is never used again. Only the Baronh term is used.

This might have worked if only a few select terms had been selected. For example, if the book refers to the “Imperial Emperor (Spunej)”, I’d have a pretty good chance of remembering that Spunej is the Abh title for Emperor.

But it becomes ridiculous when someone talks about taking a shower (guzas), and forever after the word “shower” is never used again. To the extent where you feel like you’re learning key phrases in a foreign tongue, its fun. But when the latter half of the book becomes an increasingly frustrating exercise in referring to the glossary at the back of the book to parse simple sentences, something has gone wrong.

(3) Making the ubiquitous use of Baronh terms even more painful is that, for reasons beyond comprehending, Tokyopop decided to Capitalize Every Single Baronh Word. It makes Everything look like a Proper Noun, and it makes Parsing sentences difficult even When You understand the Baronh Words to begin with.

What makes this even more absurd is that Tokyopop got it right when they used Japanese terms like “kanji” and “rubi” in their foreward: See how I italicized them in the bit I quoted up above? That’s because they’re italicized in the book.

It would have made sense to capitalize titles and ranks (like Spunej) while italicizing common Baronh words (like guzas). It makes no sense to capitalize everything.

Final analysis? I’m glad I finally got a chance to read Crest of the Stars. I’ve been waiting a long time for it.

But I’ll never buy another Tokyopop novel translation.

GRADES:

PRINCESS OF THE EMPIRE: C+ (A)
A MODEST WAR: C+ (A)
RETURN TO A STRANGE WORLD: B- (A)

Hiroyuki Morioka
Published: 2006-2007
Publisher: Tokyopop
Cover Price: $7.99
ISBNs: 1598165755 / 1598165763 / 1598165771
Buy Now!

Well, it looks like Comcast is behaving itself now. My internet service is still intermittently disappearing, but it appears to be limited to only a few minutes at a time now. And I’m able to make FTP connections again.

However, I’m leaving town this weekend and there will be a brief break from the Diplomacy essays for awhile. When they resume (probably sometime next week) there should be two more installments: The optional rules mentioned in yesterday’s post and then a fourth set of design notes where I talk about the design decisions I made and why I made them.

In other news: My mother is the award-winning historical mystery author Margaret Frazer. I have just finished designing her brand new website. You should check it out.

Advanced Rules: Diplomacy

May 16th, 2007

DIPLOMACY

CHECK: With a Diplomacy check a diplomat can persuade someone to accept a deal or, at the very least, convince them to listen to them. The difficulty of the check depends on the relationship between the diplomat and the other character and the quality of the deal being offered.

Convince: A diplomat can make a Diplomacy check (DC 15) to convince someone of something that they believe. (If they’re trying to convince them of a lie, it’s a Bluff check.) This DC is adjusted by the relationship between the diplomat and the person they’re trying to convince (see table). If the check succeeds, the other character believes what the diplomat is telling them. (Or, at least, believes that the diplomat believes it to be true.) Of course, what they choose to do with that information depends on the character.

The character the diplomat is trying to convince makes a Sense Motive check (DC 10) as an automatic reaction. If the check succeeds, the diplomat gains a +2 circumstance bonus to their Diplomacy check (the other character has sensed the diplomat’s honesty). This works just like an Aid Another check.

Overcome Intransigence: Some characters simply won’t listen to any attempts at negotiation or deal-making. To overcome their intransigence, you can make a Diplomacy check with a DC of 15 + the subject’s HD + the subject’s Wisdom modifier + the subject’s relationship modifier. If the check succeeds, you can then make a Diplomacy check as normal.

Persuasion: A diplomat can propose a trade or agreement to another creature with their words; a Diplomacy check can then persuade them that accepting it is a good idea. Either side of the deal may involve physical goods, money, services, promises, or abstract concepts like “satisfaction”. The base DC for a persuasion check is 15, modified by the diplomat’s relationship with the character they’re trying to convince and the risk vs. reward factor of the deal being proposed (see table).

When the deal is proposed the character the diplomat is trying to convince makes a Sense Motive check (DC 20) as a reaction. If the check succeeds, the bonus or penalty provided by the risk vs. reward factor of the deal is doubled. (A failure on this check has no effect.)

If the Diplomacy check beats the DC, the subject accepts the proposal, with no changes or with minor (mostly idiosyncratic) changes. If the check fails by 5 or less, the subject does not accept the deal but may, at the DM’s option, present a counter-offer that would push the deal up one place on the risk-vs.-reward list. For example, a counter-offer might make an Even deal Favorable for the subject. The character who made the Diplomacy check can simply accept the counter-offer, if they choose; no further check will be required. If the check fails by 10 or more, the Diplomacy is over; the subject will entertain no further deals, and may become hostile or take other steps to end the conversation.

Just because a deal has been accepted, it doesn’t necessarily mean that the other character is happy about it. If you use your relationship to take advantage of someone, it may affect their future relationship with you (at the DM’s discretion).

MODIFIERS:

Quick Diplomacy: You can make a Diplomacy check as a standard action by accepting a -10 penalty to the check.

TRY AGAIN: No, unless you can significantly change the circumstances of the check. For example, if you fail to convince a caravan owner that there is an orc ambush on the road ahead, presenting the caravan owner with the body of a dead orc might justify a new check. When making a persuasion check you can attempt to alter the parameters of the deal to make it more appealing to the target — if you do so, you use the same check result but compare it to the DC set by the new deal.

SYNERGY:

  • A character with 5 or more ranks in Bluff gains a synergy bonus on Diplomacy checks.
  • A character with 5 or more ranks in Sense Motive gains a synergy bonus on Diplomacy checks.

DIPLOMACY CHECKS

TASKDCACTION
Convince15*1 minute
Overcome Intransigence15 + target's HD + target's Wisdom modifier*1 minute
Peruasion15**1 minute
* Modified by relationship.
** Modified by relationship and risk vs. reward.

MODIFIERCHECK MODIFIER
Quick Diplomacy-10

RELATIONSHIP

DC
RELATIONSHIP (Example)
-15Intimate (someone with whom you have an implicit trust; a lover or spouse)
-10Friend (someone with whom you have a regularly positive personal relationship; a long-time buddy or sibling)
-5Ally (someone on the same team, but with whom you have no personal relationship; a cleric of the same religion or a knight serving the same king)
-2Acquaintance -- Positive (someone you've met several times with no particularly negative experiences; the blacksmith that buys your looted equipment regularly)
0Just Met (no relationship whatsoever)
+2Acquaintance -- Negative (someone you've met several times with no particularly positive experience; the town guard that has arrested you for drunkenness once or twice)
+5Enemy (someone on an opposed team with whom you have no personal relationship; a cleric of an opposed religion or the orc bandit robbing you)
+10Personal Foe (someone with whom you have a regularly antagonistic personal relationship; an evil overlord you're trying to thwart or a bounty hunter sworn to track you down)
+15Nemesis (someone who has sworn to do you, personally, harm; the brother of a man you murdered in cold blood)

RISK VS. REWARD

DC
RISK VS. REWARD JUDGMENT (Example)
-15Fantastic (The reward for accepting the deal is very worthwhile; the risk is either acceptable or extremely unlikely. The best-case scenario is a virtual guarantee. Example: An offer to pay a lot of gold for information that isn't important to the character.)
-10Good (The reward is good and the risk is minimal. The subject is very likely to proift from the deal. Example: An offer to pay someone twice their normal daily wage to spend their evening in a seedy tavern with a reputation for vicious brawls and later report on everyone they saw there.)
-5Favorable (The reward is appealing, but there's risk involved. If all goes according to plan, though, the deal will end up benefiting the subject. Example: A request for a mercenary to aid the party in battle against a weak goblin tribe in return for a cut of the money and first pick of the magic items.)
0Even (The reward and risk more of less even out; or the deal involves neither reward nor risk. Example: A request for directions to a place that isn't a secret.)
+5Unfavorable (The reward is not enough compared to the risk involved. Even if all goes according to plan, chances are it will end badly for the subject. Example: A request to free a prisoner the target is guarding for a small amount of money.)
+10Bad (The reward is poor and the risk is high. The subject is very likely to get the raw end of the deal. Example: A request for a mercenary to aid the party in battle against an ancient red dragon for a small cut of any non-magical treasure.)
+15Horrible (There is no conceivable way that the proposed plan could end up with the subject ahead or the worst-case scenario is guaranteed to occur. Example: An offer to trade a rusty kitchen knife for a shiny new longsword.)

SUPPLEMENTAL RULES

Charm Spells: A charmed creature is treated as having a Friendly relationship to the caster (-10 to Diplomacy DC ), which replaces any previous relationship modifier (unless the target already had an Intimate relationship with the character). Thus, by charming an enemy, the DC drops from +5 to -10, a decrease of 15. The caster can now talk the creature into anything this improved relationship allows. Because the effect is based on the spell, the caster can make a Spellcraft check in place of a Diplomacy check when dealing with charmed creatures.

Cons: In order to pull a con a character simply makes a Bluff check to convince the target that a deal is better than it actually is. The Bluff check is opposed by a Sense Motive check, just like any other Bluff check, but this Sense Motive check result replaces the normal Sense Motive check made as part of an honest persuasion check. If the Bluff check is successful, the DC of the Diplomacy check is set using whatever the target believes the deal to be. If the Bluff check fails, the DC of the Diplomacy check is set using the actual quality of the deal and the check itself suffers an additional -20 penalty (it is practically impossible to work a deal with someone who has caught you trying to con them).

NEXT TIME:
OPTIONAL DIPLOMACY RULES

(including haggling and a return of influencing attitudes)

Design Notes for Advanced Rules: Diplomacy
Part I
Part II
Part III

RELATIONSHIP

DC Relationship (Example)
-15 Intimate (someone with whom you have an implicit trust; a lover or spouse)
-10 Friend (someone with whom you have a regularly positive personal relationship; a long-time buddy or sibling)
-5 Ally (someone on the same team, but with whom you have no personal relationship; a cleric of the same religion or a knight serving the same king)
-2 Acquaintance — Positive (someone you’ve met several times with no particularly negative experiences; the blacksmith that buys your looted equipment regularly)
0 Just Met (no relationship whatsoever)
+2 Acquaintance — Negative (someone you’ve met several times with no particularly positive experience; the town guard that has arrested you for drunkenness once or twice)
+5 Enemy (someone on an opposed team with whom you have no personal relationship; a cleric of an opposed religion or the orc bandit robbing you)
+10 Personal Foe (someone with whom you have a regularly antagonistic personal relationship; an evil overlord you’re trying to thwart or a bounty hunter sworn to track you down)
+15 Nemesis (someone who has sworn to do you, personally, harm; the brother of a man you murdered in cold blood)

RISK VS. REWARD

DC Risk vs. Reward Judgment (Example)
-15 Fantastic (The reward for accepting the deal is very worthwhile; the risk is either acceptable or extremely unlikely. The best-case scenario is a virtual guarantee. Example: An offer to pay a lot of gold for information that isn’t important to the character.)
-10 Good (The reward is good and the risk is minimal. The subject is very likely to proift from the deal. Example: An offer to pay someone twice their normal daily wage to spend their evening in a seedy tavern with a reputation for vicious brawls and later report on everyone they saw there.)
-5 Favorable (The reward is appealing, but there’s risk involved. If all goes according to plan, though, the deal will end up benefiting the subject. Example: A request for a mercenary to aid the party in battle against a weak goblin tribe in return for a cut of the money and first pick of the magic items.)
0 Even (The reward and risk more of less even out; or the deal involves neither reward nor risk. Example: A request for directions to a place that isn’t a secret.)
+5 Unfavorable (The reward is not enough compared to the risk involved. Even if all goes according to plan, chances are it will end badly for the subject. Example: A request to free a prisoner the target is guarding for a small amount of money.)
+10 Bad (The reward is poor and the risk is high. The subject is very likely to get the raw end of the deal. Example: A request for a mercenary to aid the party in battle against an ancient red dragon for a small cut of any non-magical treasure.)
+15 Horrible (There is no conceivable way that the proposed plan could end up with the subject ahead or the worst-case scenario is guaranteed to occur. Example: An offer to trade a rusty kitchen knife for a shiny new longsword.)

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