Showing posts with label settings. Show all posts
Showing posts with label settings. Show all posts

Monday, 25 June 2018

It was a good day, Gaming-wise!

It was a good day...
-Finished my gladiatorial mini/skirmish game. That one might see the light of day...

-Started what should be the final form of my setting (which I actually plan to publish...possibly in Bulgarian and in English).

-Continuing work for a beta-test I'd promised to conduct.

-Found some materials which would make running my Legends of Steel campaign (even) easier.''

And of course, dealt with my regular job. But yeah. Overall, great day for gaming!

So, what's the moral of this story?
Well, I guess everyone can draw his or her own conclusions. But if you want the moral I took from all of it, here it is:

"Thou shall begin your day with NSFW activities as often as possible!"

...

I'm now thinking more tales should come with a practical moral like this. (And of course, the original tales like Red Riding Hood actually did).

Thursday, 7 June 2018

Realistic historical healing

When we speak about historical settings,we often point that an infected wound would be the end of a character. Thus, people conclude, PCs that actually fight "need" access to magic healing, or an unrealistic damage system.
For quite some time, I was accepting this opinion and believing that "people in the past were just that tough they survived".
Then I remembered actual historical stories, and it didn't fit, but I wasn't in the mood to use stories as proof.

Last week, a wound on my leg (about 5 cm long and wide, but shallow) got infected. In fairness, everything would get infected with 5 days of neglect...but it was a time of great stress, so I had no time to visit the doctor. You know, like it routinely happens with PCs in games?
I recovered using nothing but herbal remedies, and an unguent my wife prepared from different kinds of food - no, I'm not kidding you - and which drew the pus from the wound. Then the herbal remedies kept it clean and disinfected it enough for it to recover.
I doubt any modern medicine would have done (much) more than that...in fact, it got infected while I was treating it with modern disinfectants!

All the herbal ingredients are easily found where I live (I don't know the names in English of most of the herbs, though I remember my Granny showing me some of them and explaining they are good for burns, or for infected wounds). The unguent can easily be prepared in any agrarian setting.
Another "truism" against historical gaming was put to rest, in my book.

Monday, 28 August 2017

My Tekumel Campaign

This isn't an Actual Play Report. But it's probably the closest I'm likely to get to an APR for my Tekumel campaign (which is currently on hold).
Mostly, it's info the characters had uncovered.

Here's things I can share with you...strictly non-canon (hear me, Tekumel Foundation:D?), of course!


  1. There's Grey Ssu, and Black Ssu. You know you're in trouble when you see the Red Ssu: roughly average height between the Grey and Black, same form, masters of Ssuavate...they're the "commando forces". And they know strategy and tactics, too!
  2. If you see the Green Ssu, you're doing fine: those are field researchers. It is in your best interest to kill the Green Ones ASAP, because they're skilled in remaining unseen, planting incendiary devices, and pulp-science-enhanced-unwholesome-acts. Of course, they avoid doing either when in their own territory!
  3. The appearance of Green and Red Ssu might be tied to recent genetic experimentation by the Black Ssu. The purpose of such is unknown.
  4. Another hypothesis is that they might be stages for the Ssu. I mean stages in the lifecycle of the species - like the egg-caterpillar-cocoon-butterfly cycle, except with generations of individuals. If this might be possible, it is unknown whether either Red or Green are the last stage.
  5. Zuur is more and more being used to de-stabilize select human settlements. Usually those that get the cheapest sales are also those that have the most strategic position from the last place where the Red Ssu had been noticed.
  6. The Food of the Ssu has been surprisingly versatile lately. Sometimes, it looks like plants that are edible to humans...but remains poisonous. Worst part of it: some people swear that small patches are able to move. The smaller the patch, the faster the move...one wonders what a single "Ssu vegetable" would be capable of!


And that's it for today. Stay tuned for the next update!

Sunday, 26 March 2017

My Low Fantasy/Mythras setting

I am working on my own setting (and might publish it this time...). I already posted two NPCs from it.

So, here's what I want from said setting:
A place where weapons and emotions are the only magic.
That's the setting I'm working on...dual-statted for Low Fantasy RPG and Mythras (I've been toying with the idea of making it tripple-statted for Cepheus/Traveller, and/or one of The Riddle of Steel clones, too - but neither is part of it yet). 

Why, you ask me? It resolves "the supremacy of spellcasters" and the complaints about "how can I do a monk and why do I need a weapon" in one fell swoop. And I just like weapons being magic.

Emotions 
Since there's no magic, and a person can only be so strong and skilled, people are your only real, nigh-infinite resource for achieving greatness. You can't defeat an army...but you can lead your own army. Or you can work the army's strategist into committing a mistake, and defeating himself.


And the only way to control people, as we all know, is to appeal to their emotions. (Of course, that means finding out what they want, first. And catering to people's emotions is always taxing). 
And some of the people you meet are weapons with spirits inside. Others are demons. Both can give you great power...at a cost, because they also have emotions. Granted, not all of them have the emotions you'd consider sane, but then that applies to those people of flesh, blood and human parents, too... 

Swords (and other weapons) 
It's important to note that the Spirit Weapons aren't always swords. Sometimes, they're something else, but always have steel parts (making shields and iron-shod staffs eligible).

One thing is for certain: they're virtually indestructible, and never need sharpening (nor is it possible, even if they're less sharp than you wanted them to be - as might be the case with some anti-armour implements, if you ever get to a place where people walk around mostly naked). You never clean rust, nor does it impact the functioning of the weapon, if it's there (on some rare* cases). 
Last note: a true demon can never become a weapon. Only once-godlings can, and they can only be weapons. Because weapons are holy.
Don't hope to have both, though. Neither of them are into sharing, and even less are into sharing with another kind. To find two different ones that don't mind, is so unlikely as to be virtually impossible. 

The POWERZ of thy sword! 
First and most obvious: they give you bonuses and penalties on some Passions. And they demand that you indulge in those that they give you bonuses for, and avoid those where you have penalties...at least they don't make it harder for you to obey. And obeying makes you happy (that's listed here, because a naturally violent person who gets another shot of magic weapon-inspired violence might become a murder machine with no special powerZ needed - but you get those anyway). Keep in mind, it's never just "violence+20%", it's "violence against equals", "violence against groups", and so on. It's never "Love+20%", it's "love for your lawful wife+20%", or "love all the nice women+20%". 


The next thing you get...depends on the weapon's personality. 
A weapon that can be any other weapon? A weapon that can fly to your hand? A weapon that can help you teleport, as long as you already are wielding it? A weapon that sheathes itself in flame, or ice, or spits lightining or acid in the enemy's face? An weapon that gives you wings? An weapon that executes your wishes, but at a price? 
The important thing is, they all have an...call it "theme". That's because they all have spirits inside, dontchaknow, and spirits have...well, personalities. 
And all NPC personalities have a "theme", even if the "theme" is "person living in the Wild West and driving cattle around". Or, for a fantasy game, "a normal Nemedian guy who hopes his skill at arms would help him get ahead in life". 
Or, in the case of weapons, The Noble Eagle, the Principle of Cutting, the Principle of Insertion, and The One Who Spots Everything (beware of ever meeting The Ruthless Ferret, though - he kills for fear, profit, pleasure, glory, infamy, food, because someone was in reach and his head was conveniently situated to shear off, and because once you start, you might as well go for the full round...) 

The Noble Eagle has the powers of Sight (including through objects), See Magic, Flight, Paralysis, Telekinesis** and Longevity. He wants riches,  power, but be ready for you your sex drive to take a plunge: eagles fuck once a year, after all, and he finds it distracting. 


Farseer also gives you Sight, but also DarkSight, See Magic, and only then Flight (to get to better vantage points), and Longevity. He's quite close to The Noble Eagle, but while he respects the Eagle, the Eagle secretly envies Farseer. His desires are Curiosity, Respect, and Sex (being able to see people naked either makes you horny, or jaded, but being jaded doesn't match well with his curiosity). However, he lowers your desire for mass violence: Farseer prizes understanding and showing off the knowledge so obtained, not killing off. He very much wants battles with worthy opponents, though: what's better than figuring out the weakness of a man with no weaknesses? 


Cleancutter is probably his stellar opposite, yet the two are, for some reason, close friends. Cleancutter allows you Power Cuts, Transformation (of Cleancutter, not yourself - you can always carry him like a knife, if only a knife is allowed, or as a glaive, if you face a horseman), Spirit-cutting, Wounding, and allows you to sever causality to get what you want by merely making a symbolic cut in the air. However, something is going to happen, as a price: when you cut the strings of causality, expect backlash! (Also: karma is a bitch). 

You get the idea.


*Rusty weapons are alternately said to have spots on their souls, or to be weeping...forever. Or both. 
**You suck being an eagle if you can't carry your prey off, if it's struggling, and eagles are long-lived. 

P.S.: Those are the versions of Farseer and Cleancutter that I'm using. They might well be different in your campaign.

Saturday, 18 March 2017

Farseer, Lord of Glorious Battle and Cleancutter, Red Rainbow Amidst The Rain Drops!

I'm running a campaign for Low Fantasy RPG, on-and-off...meaning "any time that the WHoOG campaign isn't running for one reason or another". We are playing Wandering Heroes of Ogre Gate, and I'm behind with the updates again - it's just that we play more often than that!

I'm also planning to make it into a setting supplement...or mini-supplement, we'll see. I'm not even trying to hide that my main inspiration for that are the Books of Twelve Swords by Fred Saberhagen, the French RPG Bloodlust, and Earthdawn's magic items. (Well, I hear Dave Arneson himself has been putting magic swords in his setting as important part of the magic, but I don't know anything else. Either way, it's nice to know I'm following good tradition!)
The first thing that you'd notice if you played in this campaign, would be...that there's no Wizard class. Want magic? Find an item.
Most such items are weapons. For a reason that's part of the setting's lore.

And now, let me introduce you two NPCs from this campaign!

Farseer, Lord of Valorous Battle looks like a slender Type XIX (with side rings), according to Oakeshott's typology. He's black as night, and carries a symbol of the Iron God (which I decided to adopt in my setting...though he might turn out to be just a namesake).
He's made of cold iron, of course.
The first power he always gives to any user is the ability to see the invisible, including in the dark. This was already used to notice a dryad hiding in her own tree. (Previous unscrupulous owners have used it to see through clothes, as Farseer would tell you - not that he's hinting at anything...he's not a pervert at all!)
Later it might be upgraded to "seeing magic emanations".
Then, he'd give you the power of sprouting wings (for a time), and then having them retract.
And if he likes you well enough, then he would make you unaging. Forget
He has one more power that he seldom grants to any user. Speculations abound as to what is might be: Does he teach the owner deadly counters, coupled with sixth sense? Grant stunning beauty? Allow the limited use of a Forbidden Wish (1/lunar month)? Immunity to fire? Control over water?
Is it even only one power, or does he just hold back several things he doesn't give access to, except as required?
One thing is for sure: Farseer doesn't want you to kill many people. He wants you to avoid fights, except with enemies that would provide a valorous combat. He's very much a "quality over numbers" guy!
And yes, the sword is a "he", most definitely, as he'd tell you if you ever met. It's just an accident most of his wielders have been female, and good-looking at that...funny coincidence, that!
Or, as it often works with those blades - is it a coincidence?


Cleancutter, Red Rainbow Amidst The Rain Drops looks like a mix between a Peidao and a Bulgarian sabre, with slightly bigger guard. And he's white...like the bones long-dead gods, some would say.
Cleancutter is also silvered, which might or might not explain his colour.
The first power he'd give you is the power of sudden, deep cuts. Which is something all swords do, in a way - but he can decapitate an enemy regardless of armour (which normal swords can't do).
The second power he would reveal is his ability to change shapes temporarily. So, if you need to enter a palace, you could have Cleancutter as an inoffensive dagger on your belt (though he'd remind you about that...) A rider attacking you? Cleancutter can be your halberd or pike. Someone grappled you? Cleancutter can become tigerclaws affixed to your wrist.
The third power is his ability to drink souls of your enemies, and grant you parts of their abilities (or just of their lifeforce, should you need it - and yes, if you didn't need it, this can prolong your "natural" lifespan a lot, preventing aging, much like Farseer's ability).
His fourth power is the ability to hurt even targets that are far away.
His fifth and subsequent powers are subject to speculation, too. Does he grant true agelessness, regardless of killing? Does he cause wounds that can never stop bleeding, unless the user touches them with his blade again? Does he give you the power of bladedancing, which can allow you to protect a single target against any attack, even at the cost of your life? Does he allow you to stop any attack (1/ lunar month)? Does he hew the weapon of any enemy when you defend?
Or does he, as some claim, allow you to cut the binds of causality, granting you a Forbidden Wish for seemingly unconnected actions - but possibly at a terrible price?
Or, conversely, does he allow you to cut the ties that bind enemies to what they cherish? No doubt there would be a price for the ability to sever the love of the grieving wife for her perished husband, or the like - but what would it be?
Questions, questions...and no answers in sight. But a few things are for sure: he likes women (not as targets), money, and slaughter - not necessarily in that order. He's a "quantity over quality" kind of guy, unlike Farseer. And he's slower to give you his trust, but readily adits what (and how) he wants you to do.
Oh, and you should never call him Vorpy. Only Farseer gets away with that, at times...and he hates the price so much, he tries to avoid it.


Important: all magic weapons in my setting have the one obvious power of never needing sharpening, anti-rust measures, or the like. That's a separate power in Low Fantasy RPG which I decided to make a default in my setting.
But then, they're the only way to gain magic powers of any kind, so it makes sense to preserve them!

Monday, 24 November 2014

Musings on Legend's setting (Dragon Warriors). On myth and RPGs, DW and Pendragon

The following was my answer to a request "how good is Dragon Warriors" on Myth Weavers. I think it's interesting enough to put here for those of you not frequenting this forum.

Legend undeniably a more gritty setting than most fantasy RPGs present (I refer to the majority of settings as "extra sugar added"). Roughly, think The First Crusade, except for some anachronisms, like plate armour existing already.
The take on the supernatural is also more folkloric. You could be an elf or dwarf, if you rolled just right (not much point in a halfling, you'd never progress past 3rd rank). It's quite likely nobody has seen an elf in living memory, though, so you're still a mysterious figure. (Though the author actually stated on his blog making non-humans playable was a mistake, and I agree heartily - in fact, the game would have only gained from excluding all magic classes or making them NPC-only, IMO).
As much as I can tell from reading the author's blog ( http://fabledlands.blogspot.com/ ), the intent was that non-humans don't have societies and don't follow our logic - or at least shouldn't, really, unless we mean normal or changed-by-magic but still normal beasts. But most aren't that, or shouldn't (the occasional Giant-created-by-ambitious-sorcerer is fine). These are familiar to anyone playing FRPGs, though.
The rest of them are more interesting. Theirs is the myth-logic, dream-logic like the Fair Folk in Exalted (though Dragon Warriors actually has a better system, which is doubly funny). The ghosts exemplify that best: they're not wailing on your door because they care whether you'd die soon. They're wailing on your door because they see Death approaching, and last they did, it came for them, then for their loved ones, and now it reminds them of those events of 100 years past nobody alive remembers. But there's a reason this ruin of a castle had remained a ruin! The souls of innocents want vengeance. And one night each year, they can get it. This night is approaching...
Or it could be a different reason. Depends on what has happened, not on what your standing among mortals is, but how much your personal circumstances follow the old story plaguing the ghost. (Ok - that's my take on ghosts, not necessarily the one in the book! The following is, however, strictly by-the-books by Serpent King).
In legend, even goblins aren't 1/2 HD monsters attacking you with rusty swords. They attack you with stealth, sorcery, sharp flying pieces of flint, and swords made of icicles. But if you capture them, they'd give you an oath to pay for their freedom, which they will carry to the letter. And woe to you if the letter of the contract allows them to read it to your detriment, because they will.
Hobgoblins add to that arsenal nets of spidersilk, and poisonous puffballs, the ability to make food in your pack rot, and turn your water into stale muck. They're summoning gusts of icy wind, turning the ground slippery with ice, and summoning packs of bats to attack you. These are the ones that aren't sorcerers, by the way.
Don't think "how do humans survive against such enemies", I made that mistake. They're not a neighbouring kingdom hiding in your forest! They're literally everything people are afraid of in the winter forest.
Similarly, orcs aren't barbarians that live somewhere. They're the barbarians that come in your village, grab anyone who didn't hide behind walls, and breach weak defences or retreat. They're, in a very politically incorrect way, the Other - but they're the Inimical Other that you really must be afraid of. They're the reason people are afraid of armed strangers!
Follow the dream-myth logic and it will bring you success. In fact, I'd give the same advice for the magic in Pendragon. Both games have their basis in myth, legend, superstitions, folk beliefs and oral tradition. Story trumps all, but it's not the GM's story I mean here. It's the story storytellers of ages past would be telling around fires in the dark nights while the wind is howling outside, seeking a way to enter the house and freeze you to death. Wolves are roaming under the walls of your castle, and being thrown out might be death sentence.
What stories would you tell if you were this storyteller? Tell them for Dragon Warriors. They're happening to the main characters, the PCs!
Now, I'm not saying this is well-explained in the new book. I'm not saying the system is perfect for it. I'm saying that in a way, it works great under that model, and the info in the Monster Compendium is enough for that. Just ignore the attempts at explaining where goblins are coming from...they're coming from the Forest. Doesn't matter where you live, it's the Forest. There's only one forest in the world, and it's the Forest. The humans name them differently for their own comfort.
You can bargain with fey creatures, of course. That's why there's an Elven King, and a Gnome King - or Gnome Chieftain, whatever seems right to the group. But these aren't mortal rulers. Going to their realm is literally stepping in another realm, and etiquette, good manners, a strong but compassionate heart and not giving your word lightly, and being careful with your phrasing will keep you alive better than any sword or spell.

So yeah, you can say it's a good, more folkloric setting. Or it might be just another oldschool setting. It really, really, really depends on you!

Saturday, 31 May 2014

Reading Weapons of the Gods, part 2

A shorther post this time.
In WotG, everything is about kung-fu fighting.
>>"Your kung-fu is weak, you should learn with us and give us your land"... which you can then rent back. Imposing the feodal relationships with kung-fu, the virtuous path.
(Not so different from reality, too. In fact, reality was often close to the corrupt path).
 >>The Guard of the Frontier stops Lao Tzu from leaving.
Lao Tzu assumes a stance and with a single strike breaks his armour.
"I mean, please, write down your teachings before leaving, or our ancestors would be unhappy!"
...Yeah, I've read a somewhat different account in the history of Taoism.
>> The First Emperor fights Han Feizi to give him an opportunity to prove the teachings of Legalism. The winner isn't who you might expect.
Best line in that fight, IMO? "I had to adapt this principle somewhat when applying it to the art of the sword!"-Han Feizi.

Buddhism is presented... well,actually, in a quite historical way, assuming we mean the time soon after Buddhist doctrine was introduced to China.

I definitely don't like how daoism is presented, including the anti-virtues stance. In fact, it would be better to have said "daoism redefines the virtues". But to say that if nobody is virtuous, people couldn't be corrupt and would have to behave...?
Yeah, the data about drug dealers dealing with each other doesn't support that:)!


Well, at least the game doesn't use the name "Legalism" for the Confucianism. Although it has as much reason to do that, given that Shen Zhou is a fantasy setting as much as Tianxia;).


Thursday, 19 September 2013

Reading Sorcerer RPG: does it work as a manual for simulationist GMs?

I purchased recently Sorcerer RPG by +Ron Edwards from Adept press. It was in a Bundle of Holding, or I might not have bothered.
Then I started reading and went "wow" (not as in the notorious MMORPG - it was more of "wow, that's what I'm trying to tell my friends - the ones I'm teaching GMing"). Because, well, that's what I call Simulationist play. As in, "pretend to be the character to the point that you only bother with what the character is thinking - no story arcs, no pre-planned plots, no nothing".
And that's almost word-for-word what +Ron Edwards is advising you to do as part of his "Narrativist" game. Even more, that's THE game for narrativist players - AFAICT, storygames started with it!
Still, so far, I only disagree with one sentence in his advice. "Don't play the setting". Well, no, you can't do that if you need to play the NPCs...because the setting is an NPC, too (just like any other organisation)! But that's ONE sentence.
I usually disagree with half the GMing chapter in "traditional" games. Seriously, guys... ONE sentence? That might as well be written by me (no, I'm NOT claiming credit-I discovered my current GMing style long after Sorcerer has been written. I just haven't read it, for various reasons that are kinda besides the point).
And then I remembered that the OSR advice has similar points, where I'm nodding my head in agreement.
The only other games where I agree with the GMing chapter to such an extent? Atomic Highway, Fates Worse Than Death, Crimson Exodus/Fantasy Dice RPG, Legends of the Wulin, Apocalypse World/Monsterhearts. Runequest 6 also comes close. But that's not even 10% of the games I own...
Still, all of these games are from wildly differing "schools". Seems like good GMing is good GMing, no matter who's doing it. (Well, if it's "open-ended" GMing, at least. I've run games that were going against this, and the players were still happy. So it might be called "good" GMing - although I'd consider my current style to be far superior both in terms of simulation and in terms of story - but it would be wildly different).
Just food for thought.

And in the meantime, I purchased the Sorcerer supplements, and I'm looking into other games by the same author, too. He's got a KS campaign for his "S/Lay w/ Me" game (which I discovered the day after buying the PDF). Of course, I'm now a backer.
The only other KS I'm currently backing is the one by +Levi Kornelsen for his zombie apocalypse game. But that's another story and should be told in another blog post.

Friday, 12 July 2013

Martial arts and settings - Musings

About non-setting specific martial arts supplements.
The short of it is: they either end up looking a lot like GURPS: Martial arts for 4th edition, or it's likely didn't do a good enough job.
The reason for that is, almost all martial arts are setting-specific (wrestling is the only exception I can think of). That's the often-overlooked truth, even something as minor as different styles of shoes can lead to profound changes. If people tend to wear leather or heavy cloth, attacks to the head become extremely important. Go south (shut up, you perverts-southern settings with lighter clothing), and you get much more finger attacks, pressure points and body shots. And these aren't even the most important factors.
Then we add the most common weapons and most common tactics you might encounter, and some styles end up being more in vogue, because they're lucky to have their weaknesses overlooked, or their strong parts are allowed to shine more often. Something as often overlooked as the size of the guard has HUGE influence on what defences one can use. With a katana, it's beating away more often than parrying in the fencing sense, because the tsuba doesn't protect your fingers nearly as much.

When some styles appear that solve most issues, the rest of the teachers try to emulate the successful ones, to find their own solutions to the same problems, or a mix of both. Or they go the "tradition/health" route. Or they go out of business (meaning not many people get to study it, even if they keep teaching it). That often means that if the situation changes, and an unpopular style would be a better fit, it often has to be re-invented anew.


Just some random thoughts on stuff I find lends flavour to an RPG combat. Sometimes, I'm thinking of expanding it into a supplement for some system and setting. At other times, I don't see the point, because who would be interested?

Saturday, 1 June 2013

How to create a party in a historical game set in Europe?

That was actually something prompted by a post on +Gianni Vacca blog. I like him a lot, and owe him and his "The Celestial Empire" setting a lot of fun times!
That said, his post that in East Asian settings make it easier to form a party because collectivism s. individualism, really wasn't helpful. To begin with, for most of history, people in Europe were seen as part of a family first, and individuals only after that. That's not so different from Asia. Western myths and stories might be perceived to have a single protagonist, but that's not exactly how it works.

So, how to put different PCs in the same party? Well, it's not any harder than putting them together in an East Asian setting.
Let's see what examples of "natural PC parties" I can come up with.
Students of the same fencing academy/teacher that go drinking together.
Soldiers in the same regimen, assuming roughly equal rank.
A noble, his son or daughter, and their hired guards.
Members of a gang.
Extended family, especially if they have been wronged.
Members of the same Guild, who often practised together as a militia.
Knights of an order.
A Viking expedition, or just members of the same crew.
A knight, his squire, and the mercenaries and conscripts that are just necessary to keep the nobles from encirclement.
A noble and his retinue, including advisors, heirs, relatives and suitors for his daughters' hands, acrobats, jugglers and minstrels.
Members of the same occult cabal or heresy.
...just to make it clear, that's far from an exhaustive list!
There are lonely heroes, like Conan, an wandering knight, a xia, and Li Flying Dagger. There are also most other people in the setting, be it China or Europe.

Thursday, 23 May 2013

Power and magic. And I don't mean physical power

Recently on The Big Purple, I encountered a pure example of the Argumentum ad Fireballum fallacy, so pure it actually spurred me to write this post.
In a discussion about the PCs gaining power in a fantasy world, we were trying to explain that PCs should be doing some specific kinds of stuff if the player wants them to gain political power (and no, killing monsters isn't good enough, not if your goal is to become a king).
Then someone (name withheld to protect the guilty) uttered the following question:
"Which is relevant to a world that has had an entirely different history and properties how, exactly?"
My answer was, as follows:
"The argumentum ad fireballum fallacy holds strong, I assume?
The ways power is acquired and exercised don't change just because monsters exist. In fact, monsters were believed to exist for most of humanity's history. And the ways of power are what they are exactly as a result of said history!"
Think about it, people. Our ancestors believed in magic. They knew faeries existed. They didn't doubt the power of faith, nor the power of devils and demons. What does it matter that they didn't actually exist? A basic lesson in policymaking is that people react not to what is, but to what they believe is!

And yet, they had developed intricate forms of government, and power was still acquired by political actions (even when they involved swords).
There were some people who put the beliefs of the time to the service of their political ambitions. But none of them managed anything without playing the political game.