Emergent Campaigns

 There has been some discussion in the podverse about the term ‘campaign’ in a roleplay game context.

  • What is a campaign?
  • How up front do your goals for a campaign need to be?
  • How planned in does the framework need to be?

I’d like to write a bit about emergent campaigns, how sometimes, long form play can ‘well up’ organically from simple beginnings.

Perhaps I am focusing somewhat on time just now as I have retired this week, but I really think one of the most important considerations when you are thinking about a multi-session game that you want to run, is how long you really have to play it through. The most valuable thing any of us can give is our time; it is a resource that we should treat with respect and courtesy to those in the group that are offering it to play. Up front, having a view on the estimated elapsed time of the game, is important and will help shape what your ‘campaign’ will be.

But what is a ‘campaign in this context? It’s an old name which evokes a range of definitions:

Cambridge Dictionary would say:

a planned group of especially political, business, or military activities that are intended to achieve a particular aim:

Or, more simply…

to organize a series of activities to try to achieve something.

In the roleplaying game context, a ‘campaign’ is an old name for well, something, and I suspect probably not necessarily for what we now think of as a campaign. A recognisably contemporary description will involve a sequence of adventures, possibly with an overarching theme or linked goal, with a continuing roster of players and characters. A play sequence where the characters grow, both in terms of game advancement, and in their shared relationships, their own stories and affecting change to the setting. A moment in time where the shared stories of the characters changes the story of the setting in which you play.

A campaign may well also have plot, events that take place either with and influenced by the story, or independently of it, as the verisimilitude of the world shimmers with the glamour of a real other place. 

It could be, and despite my forty years I’m not positioning this view definitively, that the early meaning of the term is much more about a perpetuating setting, which can be interacted via a series of groups of players, and that there can be swap-over of players and characters as the campaign progresses. So, less about one group story, and instead a story of a setting and the more improvised interactions of multiple groups within it. This might even explain some of the early design of D&D and why the emphasis was placed where it was.

Perhaps the current Westmarch style of game, where a large roster of players self determine points of interest and self organise sessions to play, cleaves closer to the original definition of ‘campaign’. Language is fluid, and has a way of making sense within the context of time, so I’m not going to flap about exactly what the term means, and I think others have encapsulated the things that make a campaign over a series of adventures.  

I’d like to write about campaigns based on my journey of actually running one, the one that I am running right now. 

We’re 35 or so sessions in, with more than a year of elapsed time, one group, with one change of a player throughout. I didn’t knw that was what to was going to be when I set out. The themes that I wanted to explore emerged during play and were inspired by the suggestions laced throughout the gaming books I was using and the interaction around the virtual table.

I started my journey by finding a heroic fantasy game full of passion, that put the player characters in the centre and clothed them with cinematic powers of high fantasy, setting them in a Points of Light environment where ‘The World needs Heroes’. 

The first vehicle for me was a strong retail interest and investment in the 4th Edition of Dungeons and Dragons, which I then felt I needed to justify with some actual play. I was genuinely interested to see how the game would play out at the virtual table.

So, I didn’t start with an overarching metaplot or any notion of how long the series of games would last. I just wanted to give it a go.

Initially, I took up a starting scenario book,  The March of the Phantom Brigade, and used that as a way of letting myself in gently. I built some tools in Role VTT to facilitate online play, and had a platform that would enable us to meet together and see each other. Role VTT is the best VTT I’ve seen for putting the players front and centre, and has just about enough to support tactical combat encounters (though that is much better serviced by most other VTTs).

I liked this adventure because it provided an opportunity for the characters to immediately change the setting. The story has them guarding a caravan of settlers, off to create a new point of light, based in an old fortification to the south. Straight away, the core theme of the 4th Ediiton of the Dragon Game was there in the concept of this scenario book. I was getting them to create something new, push back against the darkness and create a better place. The core possibilities, the central theme was right there at the start. They aso got to splat some stirges, and get spooked by undead, so there was that.

Being the Dragon Game, we had exploration and some nice combat encounters right off the bat, with some early connections and a sense of place.

The game could have ended there. I’d have fulfilled much of my goals, and whereas it wouldn’t of been a long campaign, or indeed a campaign at all, that wasn’t what I was starting with. Just this segment taught me that I loved the game, I liked how it played out, and we had a really nice group of players, with enthusiasm for more.

So, I continued the core theme of PC heroes maintaining the points of light by encouraging them West and into the marvellous mini sandbox of Harkenwold and the mini campaign set there:

From here the sense of campaign started to emerge in play. We had an adventuring company that were starting to make a name for themselves – an identity that transcended individual characters and instead looked at them as a group – really important for campaign play I think, and something that is explored more explicitely in game structure in Forged in the Dark family of games with Crew or Cell or Company sheets that themselves grow over time.

Well, I started to have this ‘noteriety of group’ as a personality in itself, going on with 4th Edition D&D.

The sense of campaign and what I wanted to achieve began to crystalise from here. Now, I would say that, once again, I would have been happy for the game to close at the end of the Reavers of Harkenwold. I felt incredibly lucky that I had preserved the interest of the players for as long as I had, but truth be told, we were enjoying each others company and the story we were telling. I signalled a season end. This enabled me to properly pause and check n with the players and gauge the mood.

We are still in play, with another season commissioned, but now I have an end goal that I’m working towards. We’ll see how it goes. I’d like to see a full Heroic arc – player character Levels 1-10 (currently nearly 6) where the characters put the entire region onto a new footing.

Nentir Vale is a northerly province of old empire. How about the ancient line of emperors returns, and not where any of the many factions of the area expects? Which faction will Sturm und Drang support and will the old power of Nerath return ,up here in the North? That’s what I want to explore, with a climactic event that will decide and answer the question.

And so, around the PCs, the factions move.

  • The line of emperors somehow preserved over the generations
  • Iron Circle Invaders from the South
  • A mad undead emperor of long ago
  • The ancient dragons of the North with their own selfish agendas
  • Ghosts of warriors past
  • A family of assassins
  • Dragonborn seeking a rekindling of their own empire of ancient times
  • Tieflings wanting the same for their own ‘Bael Turath’
  • The elves and ents of the two great forests
  • Eladrin dreams of the past and present, because they see the two as the same
  • Resurgent orc tribes in the mountains of the west

And others…

Many of these will come together, with the PCs at the centre to answer that campaign question. If I can pull it off, it will run for much of this year and will then provide a series finale.

I have a mind map on the relationships, as it got a bit involved.

Through this we are also exploring some PC backstory in play. I think a mark of a campaign is that the backstories are hooks for good play and make what you are doing personal as well as setting transformational. Backstories are only useful if they become front stories, are visible, and inform and drive actual play. Assumptions in backstory are challenged and changed by the experience at the table. In real life we write and rewrite our own narrative, to give meaning to who we are, no reason not to afford the same luxury to player characters.

I now have an ending in mind and will set to get there, whilst taking my own advice of not holding on too strong to the threads that I am weaving. Guide them into the loom, and let the process work through the pattern, to produce the finished campaign.

I am enjoying seeing threads develop where the PCs might have intervened, but because of their choices they focused elsewhere. Plot happens, but the story will take its own path. We can also only tell one main story comfortably, along with some other smaller ones. There is a sandbox element, with a sense that the world moves around them, whether they are there or not. I think that’s also a really important element to a campaign.

In all of this you might have detected a running theme? Dont hold onto your campaign too tightly. Stay loose and see how it develops, find the narrative cul-de-sacs, enjoy them, and then move on. 

A campaign is a lengthy journey. As with life, the trick I think is to enjoy every step on the way, and not fixate on the end point that will give a satisfactory conclusion to all that time that has been invested.

And with that moment of apparent lucidity, let’s recap.

Up front planning of a campaign is a good thing to do. It gives you a framework to play in, some explicit  goals that you can develop as you go and it manages players’ expectations as to the amount of time they should consider commiting to. That’s fair. If you make this explicit, I also think it is important you stick to it, with any extensions to the story, new arcs perhaps, being optional rather than expected. The actors, the players, are people with busy lives and so you proceed with them at the heart whilst recognising that stories, good stories, have good endings.

A lot of games have lengthy pre-written campaigns, adventure paths, that you simply play through, some of them are famous, some notorious. Running one of those gives you a pre-packaged campaign with many of the questions set out ready to explore. Either way, at some point, your campaign will emerge, directed or otherwise as you look to tell a story that culminates in a satisfying conclusion, a good ending, to cap off all that time in a satisfying manner.

But story and indeed plot can emerge as you go, and if everyone is having fun on the way to getting that structure in place, then all to the good! And so far, the D&D 4e game has been a great example of that and one that I may repeat, telling other stories, maybe with some or all of the current cast of people who have been gracious enough to give of their time.

And to give a fuller context, in 40 years of my gaming, this emergent campaign has been one of my best and without a shodow of a doubt the longest I have ever experienced. I wasn’t actually sure if I had one of these long and developing series in me as a DM/GM. Again this situation has emerged, and I’m jolly glad it did.

My next campaign, I think, will be the Secrets of the Sorcerer – a pre-written Modiphius Conan 2d20 mini campaign of about 12 sessions to be run in Foundry VTT. That is all packaged and ready for me to share. It’s up-front and waiting to be told.

But that is another story, and one I will tell another time. So, until the next time, hope you are well, take care and good gaming.

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D&D 4e Convention Prep

 

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RPGs Played in 2022 – February Update

 

As at 28th Feb

A slow start to this year’s gaming, but given a boost by Revelation Convention. My D&D4e game is the main game of the year as expected. As I plan to attend a good number of conventions this year, I’m hoping for a proliferation of games as I try things out.

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Running Tribes in the Dark

 It was great to re-explore Vimary, the ruined city and home to tribal humanity in the post-apocalypse roleplaying game Tribe 8. The impetus to return came from the Quickstart of the new version of the game, powered by John Harper’s Forged in the Dark (FitD). I offered the game at our Revelation convention, which we managed to run face to face at our usual local venue. Light narrative RPGs are part of my broad and eclectic library of systems, but as per my previous post, I was having some difficulties with elements of the FitD engine.

Well, I certainly seem to be enjoying it…

The game looked quite fiddly. Action Rolls in the game follow the principle that they need to be meaningful and will have consequences of some form once the dice are interpreted. The Position (Risk) and Effect (Outcome) requires some GM setup to provde the context of each action roll, and the result has a layer of interpretation on it too. The largely narrative context for both the Position and Effect of each roll was also a bit of a turn off. Still, I could see that, even with some Progress clocks slapped into a scene, the outcome of action was going to be a lot quicker than weightier trad systems, including its Tribe 8 predecessor in the Silhouette system.

At Revelation convention, I spent the first session enjoying the gaming burble and absorbing FitD. In reality I had spent the previous week really diving in and rehearsing how I would apply the game. In FitD’s own terms, getting to grips with the system was Risky and Standard in terms of Position and Effect, with a four slice Progress Clock called ‘FitD Bollocks’. I might have made it six or eight slices to reflect the difficulty, but that is all hand wavy whim, right? For this Blog story it’s a four slicer, giving an acknowledgement of some comlexity, but not turning it into too much of a long term project. I looked at my internal character sheet and applied the Study Action, in which I have one dot. I also have the Flexible Gamer special ability which grants me an extra die on Grocking Indie Darlings. That’s my start, which in FitD is pretty good. Even one die gives you a 50% chance of succeeding, though with consequences depending on your position in the conflict.

I also had help. Craig explained his experiences in running FitD as the con was gathering, and Tanya had some handy cheat sheets for helping with Position and Effect, which at one stress cost to one of them, came together to give me an aiding die. I’m on three dice now. In play we found a one stress aiding die was a great reward for the cost, and the group worked together to support each other like any outcast Cell should.

I roll my three dice: 4,5,6. A six is the best result and I suffer no consequences for my success. With a Standard level Effect, that ticks two of the four segment clock. Great progress, but FitD is still in the fight, with its fictional hand waving and concensus powered wibbling. I make a second roll: 1,3,6. Victory! I take the 6, full success, two more final segments on the clock completed and the game succumbs with no stress or harm to me. I’ve applied the aiding die over two rolls, rather than just the one, as I wanted to affirm the advantage such good guidance gave me over the whole system wrestling scene.

In reality that is made possible either by a favourable flashback scene, or more likely by ‘pushing myself’, granting a +1 die for two stress.

Actions, like skills, are stll the foundation of the game, whatever the fiction does to your position, though I wonder if characters start with quite enough dots in them? Plus, somethings that I am used to seeing in a skill list weren’t obviously there, making me wonder if they are picked up in outther ways, perhaps in downtime.

Speaking of which, I’m conscious I only scratched the surface of the game with a one shot. Players remarked that it felt like a sandbox, primed for longer term play. I did nothing with the Cell sheet, other than giving all players an extra dot in an action of their choice. I’m pretty sure that it should have been one action that they all share, but my sense that player characters were sparsely served with actions encouraged me to open it out as a ‘you are greater, thanks to the sum of the parts’. Much of the intro game was ‘free play’, partly because the setup scene took them completely away from the primed Quest. We didn’t really have time to explore downtime, or the grinding of factional clock gears. A Community Cell check for some Stress recovery was the sum of that bit of the structure. I slipped in a Long Rest to give one Stress recovery as a cheeky nod to D&D.  

On Twitter, EvilGaz described Pathfinder 2e as sheet music precisely played, whilst FitD is fusion jazz, where you just pick up and play baby. Although I appreciate the quaity of the simile, I feel it simultaneously reinforced my sense of fictional vaguery and denigrated the freeform nature of mechanical games. Still I like jazz, and found in play a game that I could entertain with. Good news, as FitD is getting used for A¦¦state too, which I’m looking forward to. More of this system to come in my gaming I think, and may check out the hack adice for something of my own. 

Nice.

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Fictional Positioning My Arse

 And with that I dive into my first go at running a Forged in the Dark (FitD) based game: Tribes in the Dark. This is a long awated return to the Tribe8 setting, which I loved and ran in the original Dream Pod 9 Silhouette based version. I have many of the books on my shelf and a clutch of the PDFs, which they have slowly been re-issuing in a remastered form.

The setting, is a post apocalypse where, in our near future, the world was overcome by entities, the Z’bri, that ravaged humanity barbarically and almost destroyed us. Where these monsters came from remains a discoverable mystery, but they are now trapped here, with the vestiges of humanity finding heralds of freedom in the Fatimas, made of dream and acreted physicality, creating the seven tribes and forging a home in the ruined city known as Vimary. The players are fallen outcasts from one of the seven tribes, children of prophecy that tell a dfferent story of the future of humanity, one that is not bound to the will of the Fatimas, one that listens to the echoes of Joshua the Ravager, the brave Fatima that was slain by an unseen hand just as he was defeating the Z’bri.

Revelation is coming this weekend, our ‘Powerd by the Apocalypse’ (PbtA) inspired mini convention, allowing also FitD and other PbtA adjacent games. Every year there is a sub-thread about what games we should allow in, to the extent that I wonder if the core premise of the convetion has had its day. One to consider. It is also noteworthy that our numbers have substantially declined this year, as many emerge from the continuing pandemic and consider whether face to face gaming is for them. We are applying full Covid-19 protocols, whatever the government thinks. I will be keeping an eye on our other convention numbers across the year and we can reflect on their viability. Revelation just made the money this year, with enough spare for teas and coffees throughout both days, so even with an attendance in the twenties, we can still get together at the Garrison and afford the main room.

I have surprised and disappointed myself by how much I have struggled with Forged in the Dark. It is everyone’s indie darling is it not? Addressing problems in PbtA that weren’t there? Fiction first gaming I can get behind, with PbtA leading the charge with Moves initiated as the table dialogue determines. Codified result outcomes mean that every roll of the dice is meaningful and worth doing. Fine.

With FitD I’m kind of Ok with the way it is setup. Position and Effect are two dimensions that the GM provides to every meaningful roll, detemining how controlled and effective the character is in undertaking the action.  This will influence consequences and outcomes, including Clock ticking, to measure success through to final victory or consequential defeat. Now, it could be that I am just working off a playtest version, without the extra support, but working out a character’s Position and Effect seems all very handwavy. Fictional Positioning my arse! Where’s the Armour Class?!

Well, not really, and I’m not scurrying back to my traditional number games just yet. In FitD you have a number of factors that can influence how to position and judge effectiveness, including Scale (how many of them are there), Tier (which relates to faction power, but dribbles onto individual opponents), Quality of items, and the fiction itself. The fiction determines a common sense take on the relative risk and likely success of the endeavour. I will, of course, give this a go. Tiers are poorly explained in the quickstart, which may be adding to my nervousness. It’s just a conversation, and the ebb and flow of the discourse will derive a posiiton and effect naturally through the shared fiction. Arse. Give me a THAC0 table.

My indie credentials are in tatters. Not only that, if I am to return to Vimary then FitD seems to be the way back. I am also ready for A¦State, which has also gone FitD. Feeling a bit ‘Desperate and Limited’ just now, but maybe it’ll click in play? Maybe. 

   

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Truer20

I haven’t been able to resist doing some prep for a future Greyhawk True20 game. True20 keeps calling to me, and this isn’t part of the plan. So, it might be an investment for a later time. The tweaks have been relatively minor but I think take the game to a simpler and smoother experience. For the True20 connoisseur, if there are any, we have two top main changes, and some familiar others:

  1. The skill list has been pruned down to a more manageable number. This is a matter of taste, and I’ll see how the game flows with the reduced list. It’s still in the twenties, but I prefer what I’ve come up with.
  2. The non-lethal wounds have been removed. There is now just one damage track, with an immediate reduction in conditions. As yet, other conditions have been untouched, but they will probably get pruned too.
  3. A further minor tweak is that the armour and shield penalty will only be half the protection value instead of all of it. I want to encourage people into armour to keep them alive.
  4. Armour ratings at the SRD level so a marginal increase.
  5. Two Hurts for a -1 to Toughness Checks.
  6. Minor increases to Toughness by level
Slimmer number of Skills

In a sign that I really want this to happen, I have applied all these changes to a new Role VTT sheet.

Role VTT sheet builder

The new VTT sheet is better than the last, taking advantage of some of the VTT improvements since the first sheet was built. With less going on it, and some entries rationalised, it is about as clean and workable  as I can make it. Of course it’s all a single d20 and so the how much the sheet will be used will be interesting to see. 

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Hinterspace Notes #3

I’m still working on the two page spread for each mainworld system in my Eventide subsector setting. The plan is to have two pages in a standard format per system, with just over thirty systems to record. That gives a core of about 62 pages for the systems.

It’s coming…

The supplement will have some additional content of about 10-12 pages, outlining the subsector context from an astrographic and political viewpoint. Might lob in a starship or two and a career path (The Envoy). Altogether, I’m hoping it will make a nice primer for Hinterspace and, if nothing else, will provide some ready to use worlds for any Traveller game.

At some point I’ll need to decide if I can really get away with writing and presenting the whole book in Google Docs! It really needs to go into Publisher, but it’s not something I seem to find very easy.
Anyway, progress…

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A Return to Middle Earth

More tingles as the Kickstarter for The One Ring 2e becomes a physical reality, forged to seduce mortal men

I wanted to say a bit about why I am excited to see this game re-emerge with an evolved and streamlined rules system.

The Starter Set is a delight, introducing the game through the eyes of adventuring hobbits around the Shire, with hooks throughout to introduce a further lightened set of rules to emblematic Tolkien concerns. It’s like you are playing the backstory to various Hobbit or Fellowship of the Ring chapters. Thank goodness these hobbits were about to ensure everything was alright.

The hobbit mini campaign within is full of wonders, and looks to be a great tutorial into the whole game. It carries much of the whimsey of Hobbiton within it, and I can see it forming a discrete stand-alone series for family. It also acts as a starting point for broader adventures across Eriador, the lightly populated western lands of Middle Earth.

Look

I am a big fan of the aesthetics of the 1e line, with its heavy velum look and consistent style to the illustrations, many in colour. The style continues throughout the line. The design of the 2e book is quite different and, for me, I think I prefer it. The lighter page smudged paper lifts the content off the page much more attractively. The colour splash pages are effective and the detail sketches, lavishly found throughout the book, are very good indeed. The framed borders look wonderful, giving the whole book an ancient feel, like a forgotten book, found deep in the old libraries of Minas Tirith.

Rules

Overall – leaner and easier to run, but preserving all the flavour through very similar mechanics. This is both an overhaul and faithful to the original, which is quite a feat to pull off. The interlacing of events, with impacts on the characters, modelled simply and effctively with various currencies, such as Hope and Shadow are all there and possibly play out easier at the table. 

The default Task number is now 20 minus the governing Attribute, rather than a 14. Using the Attributes in this way is really neat. Modifiers now affect the number of Skill dice ,which is just lovely. Favoured is still a thing but doesn’t affect Attriubutes themselves. Favoured Skills take the advantage of the best of two Feat Dice, and ill favoured the disadvantage of the lower of two Feat Dice. Looks to be a good move.

Council (Encounters as was), Travel and the whole ‘Fellowship Phase’ have all been described more straightforwardly, and I’m right at home with the nicely described D&D 4e skill challenges (let’s call them what they are). The same may be true of combat too, which preserves the excellent semi abstracted ‘stance’ based positioning with resolution that has plenty of options. It all looks familiar but a little clearer and easier..  

I anticipate that Adverseries are even easier to use in the game, preserving the simplified structure, but even more so. Being able to design your own Nameless Things, ancient evils that do not owe allegience to Shadow, but some more ancient force, is great fun.

Next

I am greedy for more Heroic Cultures, to quickly and easily expand the peoples that we can represent in play. So, it is particularly good news that the Lifepath system, that was unlocked as a stretch goal, is about to head into editing with Peoples of Wilderland not that far behind. Ruins of the Lost Realm is in the final stages of editing as well. Hooray!

As the line develops, I shall buy all of it. It shall make the table.

Tingle.

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Hills, Moors and Fantasy RPGs

I had a happy day yesterday, walking the hills and moors around Derwent Edge and the resevoirs below. It’s a favourite site, beautiful surrounds and a mix between clear trails and out of the way walking on the edges. On the top you are enveloped by a wonderful silence that reminds you how much we are continually surrounded by noise.

Although this was largely a dress rehearsal for a post retirement walk, a taste of the simple delights to come, when I could be allocating a work portfolio to reorganised teams, my thoughts also turned to low fantasy RPGs. High fantasy is completely covered by my D&D 4th Edition collection, with other worthy contenders jumping up and down in the background. But lower powered fantasy, with a grittier edge has many options and most that I really like. My thoughts were turning towards a fantasy campaign for 2022, that acted as a counterpoint to the rich and magical fantasy of my ongoing 4e game. Perhaps one that would see expression through the ‘Carved in Stone’ of Pictland?

I thought about OpenQuest, with some of my own tweaks. A light d100 game,  or possibly Mythras itself. Woodland brought me to Sword of Cepheus, and my own proposed take on that. 2d6 and why not? As I returned from the marshy moors I remembered The One Ring and my yet to be fulfilled 2nd Edition Kickstarter books. The buzz around this version is that it has made a great game even better. I’m really looking forward to holding and reading the books. The final easy going trail had me mentally designing a simplified True20 game with 10 levels/advancements and a simpler skill progression system.
Only now, as I nurse tired ‘lockdown legs’, do I remember all the others that could find play. My embarrassing stack of Trudvang Chronicles remains a tempatation, and reckon I could make the system work well enough. Snowsaga could make for a great little campaign. Forbidden Lands is in the frame, which leans on that OSRy exploration and PC fragiity, but with the Free League system underpinning everything. Keltia is an obvious one to lift off the shelf, having had a lot of convention fun with it’s Viking game kin, Yggdrasil. Stonetop, a PbtA hearth fantasy is yet to come from Kickstarter, but already looks excellent. Out of the Ashes, Dr Mitch’s ‘Liminal’ expansion to a time of fantasy rebuilding has definite possibilities, and circles me back to a Cepheus engine inspired game.
So, writing my own low level fantasy game rules is a bit daft. I have lots on my shelves and lots still to come through the letterbox. The question is, which remote wilderness will the game get me wandering? 

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The Picts – A History

 I’ve just read Tim Clarkson’s ‘The Picts – A History’, and really enjoyed it. In fact I finished it breathless and wanting more. At 206 pages, before launching into a useful set of appendices, you get a fly through of the key elements of Northern Brittonic history, always with time to take side glances at alternative suppositions and to highlight the uncertainty of sources. It’s a rapid journey from emergence in 3rd century AD through to the creation of Alba and the disappearance of the Picts from records in the very early 10th Century.

There is so much to dive into here: the warlord culture, matrilineal succession, the Scot and Pict interactions, the power of the English Northumbrians and the northern Brittons, and the potent effect of the Vikings in shaping the eventual social and cultural dominance of the Scots over the Picts. It could so easily have been the other way around.

Here’s a tentative reconstruction of the lost Pictish language, it is thought branched from other P-Celtic languages such as Welsh, Cumbric etc: 

Time to move on to look at recent archeaology to build out more of a picture and to test the timelines. Mostly though I need to get my walking boots on and go and visit the Tap O’Noth hillfort and breathe it all in.

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