ZDL

joined 1 year ago
[–] ZDL@ttrpg.network 2 points 3 hours ago (1 children)

First one is up. It might be a bit unusual a choice, but I like her.

 

If I were to ask you who the most successful pirate in history was, I'm guessing you'd come up with names like Captain Kidd or Blackbeard or any number of others of that crowd in the Caribbean. But what if I told you that history's most successful pirate was in China, and was a woman? Would that surprise you? Intrigue you?

Prepare to be intrigued as I introduce you then, today, to one of the single most feared pirates in all of history: Zheng Yi Sao (this is the name I will be using here; she went by others), the pirate queen who was hunted by not one, not two, but three imperial powers, yet who retired peacefully and died not of violence, but of old age.

Humble Beginnings

Zheng Yi Sao—born 石阳 (Shí Yáng) in approximately 1775 somewhere around Xinhui, Guangdong—was a Tanka who worked as a prostitute-later-procurer on a floating Tanka brothel in Guangdong (or so the story goes).

Marriage

Details of her early life are not well-documented, but what is know is that around 1801 she married the ~~pirate~~ privateer Zheng Yi. (Her name literally means "Zheng Yi's wife". Welcome to patriarchy.) A year after their marriage, Zheng Yi took over a pirate fleet from a captured and executed cousin and became, after some heavy infighting among the pirates off the coast of Guangdong, and with the natural organizational skills of Zheng Yi Sao, the commander of a unified fleet of pirates. By 1805 Zheng Yi and Zheng Yi Sao had wrangled together a confederation of pirates with colour-coded fleets of red, black, blue, white, yellow, and purple. Commanding the massive Red Fleet of … You know what? This is too much about her husband and not enough about who we really want to talk about. Let's move on.

Inherited Command

Short version: Zheng Yi, by now the head of the confederation, with his adoptive son Zhang Bao now commanding the Red Fleet, was blown overboard in a gale in 1807 and died. Zheng Yi Sao effectively inherited the loose control her husband had had over the confederation, and Zhang Bao took formal command over the Red Fleet. After entering into a sexual relation with Zhang Bao she cemented control over the pirate confederacy and became the queen of the pirates she would later be famous for.

Queen

Year after year Zheng Yi Sao got more and more ambitious and ruthless. She incorporated cast-iron discipline among the pirates with harsh penalties for everything from theft of booty to rape of female captives. Despite a major setback in 1809 with the absolute destruction of the White Fleet, she became such a terror to the Chinese authorities (and the East India Tea Company), destroying fleet after fleet sent to engage her confederacy, that the Chinese empire looked to "barbarian" empires to help.

The Portuguese agreed to help and managed to blockade the Red Fleet in 1809 … only for the two imperial powers to be fought to a standstill and stalemate as unfavourable winds kept the pirates from breaking free. Finally the winds changed and the fleet broke free, humiliating two imperial powers in their wake.

The Winds of Change

In 1810, seemingly at the height of its power, the confederacy surrendered to the Great Qing. The motives for this surrender are unclear, but it is speculated that the confederacy was in such a powerful state that it could dictate the terms of its surrender and the Qing would gladly agree to them just to finally be rid of the scourge that was harrying their coastlines and rivers. Other theories suggest that upon the British entering the fray Zheng Yi Sao saw the writing on the wall and knew it was time to quit while she was ahead.

Surrender

On April 20, 1810, Zheng Yi Sao and her adoptive stepson Zhang Bao officially surrendered with 17,318 pirates, 226 ships, 1,315 cannons, and 2,798 assorted weapons. (24 of those ships and 1,433 of the pirates were under her personal command.) Zhang Bao was awarded the rank of lieutenant, and was allowed to retain a private fleet of up to 30 ships. The pair were also given permission to officially marry. (Don't think too hard on this.) Pardons were issued to all of the surrendering pirates, and the regular seamen were given pork, wine, and money along with a general amnesty.

Along with that amnesty, Zheng Yi Sao was also given land in Guangdong where she operated a successful gambling house.

Post-surrender Life

Not a lot is known in detail about Zheng Yi Sao's post-surrender life. It is known that she gave birth to a son in 1813. It is also known that she gave birth to a daughter, but little else is known about her. (Welcome to patriarchy.) Aside from a legal case (which was dismissed by the emperor) over some money, she led a pretty unremarkable life, dying in 1844 at the age of 68-69, having run a successful (and infamous) gambling hall on Hainan in the intervening time.

Influence

For a woman almost completely unknown in the west, Zheng Yi Sao has had an enduring fascination and appeal here in the east. She appears as a character in films, in television, in literature, in graphic novels, and in video games. Scholarly works have been written about here from shortly after her death onward. Places have been named (both officially and unofficially) after her. She has cemented her place in history ... and justly so.

Oh, and that thumbnail image for this essay? That's the only known photograph of the great pirate queen herself.

[–] ZDL@ttrpg.network 3 points 5 hours ago

Come see the violence inherent in the system!

[–] ZDL@ttrpg.network 4 points 10 hours ago (3 children)

Feel free to do a post in !WomensStuff@lazysoci.al we’re a woman only community that loves hearing about strong women

I kinda suck at starting conversations. If I just did a post every so often with a strong historical or folkloric woman would that be enough?

[–] ZDL@ttrpg.network 3 points 10 hours ago (1 children)

Historians are mostly men? 😉

[–] ZDL@ttrpg.network 9 points 11 hours ago (7 children)

Pharaoh Hatshepsut of the 18th Dynasty New Kingdom Egypt (~1479–1458 BCE).

She was the first female pharaoh (full deal, not regent), she reshaped governance away from strength of arms and ad-hoc decision-making toward merit-driven bureaucracy, and through this prioritized commerce over conquest, drastically enriching Egypt in the process by building up massive trading networks. She was responsible for some of the greatest monumental construction of the New Kingdom era. (Tragically these monuments were systematically erased by her successor, Thutmose III, because he was butt-hurt that a woman had ruled over men—but he did keep her trading networks even as he moved back toward the conquest model.)

Oh and she wore men's clothing. Fake beard and all. To cement her legitimacy as pharaoh.

As an alternative I might choose Zenobia of the Palmyrene Empire (267-272 CE). She broke free from the Roman Empire in a big "fuck you" battle to carve out one of her own, conquered Egypt, ousting the Roman provost in the process, setting it up as a client state, and by 271 she controlled Syria, Palestine, Arabia Petraea, and parts of Mesopotamia (and thus the trade routes of Asia Minor). All the while she was pitching Palmyria as a safe haven for scholars of all kinds.

She was such a problem that she became THE major enemy of Rome and they committed an enormous number of troops to take her out. She finally lost, and was caught while fleeing to Persia, ending her reign. She'd spent only five years ruling Palmyria, but they were an extraordinarily productive half-decade that had lasting impact in the region as people realize you could, in fact, stand up to Rome.

[–] ZDL@ttrpg.network 1 points 12 hours ago

Oh wow. That sounds like a terrible state to be in!

[–] ZDL@ttrpg.network 3 points 16 hours ago

McDonald's isn't food¹ either, but you can eat it.


¹ Except under the very broad definition "that which is eaten as food".

[–] ZDL@ttrpg.network 1 points 16 hours ago

Champions was amazing, but it was also effectively a derivation (and improvement) of the earlier Supergame. (Yes, I know. Stupid title.) Supergame used d% and d6, not just d6, but let's see if any of this rings a bell: (😁)

  • you build a character with 250 points¹
  • you get a number of actions based upon a prime statistic (Dexterity or Intelligence, depending on the type of actions)
  • two different types of damage (Physical and Agony), one of which is very slow to recover, the other very rapid
  • a collection of powers that are more descriptions of effects, rather than specific instances (what, not how or why)
  • a specific form of attack for Charisma (like, you know, Presence...)
  • ... and a cast of dozens.

Champions' creators have always said they were inspired by Superhero:2044 and Villains & Vigilantes and have never even mentioned Supergame, but I find that a bit sus myself:

  1. Superhero:2044 is a super-rare book. It was not very common to see it at all, ever. (The earlier pre-Zocci edition Superhero:44 was even rarer.)
  2. Neither Superhero:2044 nor Villains & Vigilantes are in any way like Champions (aside from attempted genre).
  3. Supergame wasn't super-rare. It was never a huge seller, but it was in most decent gaming shops in 1980-1981.
  4. There's a good mechanical overlap of at least 50% between Supergame and Champions.
  5. The game designer community of the late '70s and early '80s was very close-knit and there was a lot of cross-pollination.

Don't get me wrong: Champions was the better game. Being inspired by Supergame and making a better game is emphatically not a negative. I just think it's a bit weird that they refuse to acknowledge the influence.

And in the context of an RPG design essential reading, Supergame needs to be there to show the dramatic change in ideas that were beginning to pop up around that time.


¹ "Prime Statistics, super powers, devices, trainings, and abilities are all purchased using the same character construction points. The points are allocated according to relative effectiveness and usefulness. In other words, one power that costs 20 points is as useful in a variety of situations as any other power, ability, or device that also costs 20 points. Therefore, what is bought with these points is not the how or why of a power, but only the what."

[–] ZDL@ttrpg.network 4 points 1 day ago

Not the point. 😉

The point is that out of nowhere a guy who started off seeming nice enough turned out to be an assaulter. I'm mega-suspicious of everybody so I didn't get taken by (much) surprise. Most people aren't as paranoid as I am. To them that would have come from nowhere and they would have had no chance to stop it.

That's the issue. If I meet a bear in the forest, I know roughly what to expect. I know to avoid it, not to irritate it, not to get between it and its children if they're around. A bear is a known quantity. (A dangerous known quantity, but known.)

If I meet a random man in the forest, I don't know what to expect. There's a good chance he's a perfectly fine, sweet, gentle, decent human being.

Or he could be a Hans.

There's no way to know, and if it is a Hans, the lack of any possible witnesses in the forest plays doubly against me.

[–] ZDL@ttrpg.network 1 points 1 day ago

Yes. instead they learned that violence is how "adults" solve problems.

Not sure that's such a great return lesson.

[–] ZDL@ttrpg.network 2 points 1 day ago (2 children)

Oh GOD no! If that had turned into a fight I would have lost, unequivocally. The only reason I "won" is because I circumvented his planned script and had a knife. (Knives are the Great Equalizer in enclosed spaces for weaker parties.)

The fact I had to literally threaten with deadly force, though … Remember that "bear or man" thing?

This is why "bear".

[–] ZDL@ttrpg.network 4 points 1 day ago (1 children)

First I'll double up on this one:

Amber Diceless Roleplay

Pair it with Theatrix so you can see two completely different approaches to diceless, non-stochastic games. Amber and Theatrix make a fascinating "compare and contrast" study.

To your list I'm going to add (or at points replace with):

  • Chivalry & Sorcery (1st edition)

The first game designed from the ground up as a social simulation where your character's place in society is far more important than grubbing through dungeons, killing things, and looting their bodies. (Indeed for some characters that would negatively impact their experience and growth!) I might put it alongside Traveller to show the difference between a game having a setting and a game being the setting. Also the grandfather of later "mega-mechanics" game systems.

  • Bunnies & Burrows

To my knowledge the first attempt at making a game (and a pretty CRUNCHY game at that!) that is 100% based on non-human protagonists.

  • Runequest (1st or 2nd edition)

First non-class-and-level game. Second game that came with a detailed, very non-European fantasy setting. Maybe put it alongside 1974 D&D to show how early people started breaking off from the D&D style.

  • Maelstrom Storytelling

I'd actually replace Apocalypse World with this because it is the very first game, to my knowledge, that broke completely free of even the vestigial wargames roots of RPGs, complete with traditional story structuring being part of the game mechanisms, no fixed attributes (and no numerical ones), scene-level resolution (you roll once for an entire scene, not turn by turn). It's innovative enough that it's of interest. It's good enough that it's worth studying. And it has enough mis-steps and flaws that it's worth discussing. Pretty much any "storygame" owes a debt to this game.

 

Uhh...

This "mini-course" offered by Carleton University in Ottawa, Ontario is not a joke. It's a legit course being given to grade 11 and 12 students.

Thoughts?

 
Help me, I am trapped
In a haiku factory.
Save me, before they...
 

I only just put up that little photo essay and then this community gets created.

Coincidence?

Definitely.

 

Technically this doesn't really count as an obscure instrument where I live, but I suspect there are very few people outside of here who know it. These are stone chimes that date back to "scary-antiquity" times (at least 2500 years and likely more). The set being played is a reproduction of the set found in the tomb of the Marquis Yi of Zeng currently sitting on display in the Hubei Provincial Museum.

As is usual when describing some of the odder musical instruments here, I use the "it's like … but" formulation.

It's like a xylophone, but arranged sideways, and also suspended on wires or thin ropes (depending on which era), oh, yeah, and the sounding plates are made of stone.

 

When he struggles to reach across the board to move his chariot, I lose the plot.

 

 

… that everybody who confuses correlation with causation winds up dying.

 

This is what happens if you get an American djent drummer working together with a Chinese jazz bassist and a Chinese jazz guitarist creating polyrhythmic nigh-cacophony that gets tied together into a coherent whole by an Immortal come down from the moon after a Friday night bender singing.

 

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