An 11th Century Philosophers’ Game For Meditating On The Universe

Back in 2017, I wrote an article about Herman Hesse’s fascinating Glass Bead Game. The idea of two people at a table moving shiny glass beads around on a complex game board filled with mysterious glyphs, pondering incredible connections between disparate concepts still intrigues me terribly. I imagine a near-impossible breadth of knowledge needed to master this imaginary game, and its best players discovering hidden patterns behind reality and history as they ply their ingenious strategies.

Awesome.

Still, that’s fake. No such thing. Not really. But I wanted to bring something to your attention that has been around since the 11th century and that you can still buy on Etsy or whatever that isn’t fake at all. And if you squint real hard and just go with it, you’ll see something equally fascinating: an engine to tune your mind to the workings of the cosmos (sort of).

Anyway, I’m going deep right now into Medieval cosmology. Don’t ask. I don’t always pick these intellectual bunny trails; sometimes they pick me. Has to do with D&D’s Spelljammer, the Troika roleplaying game, and something I’m going to write up here in the future on Grailrunner. Will be great; I promise. Still cooking.

But this though:

That’s a vellum manuscript dating back to 1000AD, a copy of a work titled De Arithmetica by a philosopher named Anicius Boethius who actually wrote the work in the 6th century. He’s more famous for a conversation with philosophy in woman form called “On The Consolation Of Philosophy”, which is a bit of a mood piece about the fickle nature of fate and how you should deal with that. Not my topic today. Let’s talk about that book in the picture.

“Wait a second. You’re a blog about nerd stuff and science fiction. Why are you on about this right now?”

I hear you. Hold on to that. We bring you inspiration, and wonderful little nuggets that you can file away for your own creations. Edison said “All you need to invent is an imagination and a pile of junk.” And so we proceed…

“So what’s the big deal about Boethius?”

Boethius is important because he served as a bridge between ancient philosophy and the Middle Ages. He didn’t just translate Aristotle, but also commented on the works and added newer insights. He brought ideas from Neoplatonists like Porphyry into wider recognition and helped people make sense of them. In De Arithmetica, he translated De institutione arithmetica libri duo by Nichomachus of Gerasa, who was writing around 100 AD. You see what I mean about this guy being an important bridge of older thinkers, yes?

Philosophy is about pondering things, seeing the beautiful and intricate architecture behind things in flashes of insights and through establishing connections where others can’t see them. Boethius saw the foundation of philosophy as a bedrock he called “the quadrivium”, consisting of arithmetic, geometry, music, and astronomy. Fundamentally and at their innermost core, he might tell you, these four things merge.

“I thought we were talking about a game?”

Yes, we are. Here’s a wikipedia article about Rithmomachia, also called The Philosophers’ Game or The War Of The Numbers. The game is based on the study of numerical proportions and harmonies that Boethius studied and wrote about, much of which you could find perusing through that book up there. In fact, historian David Sepkowski said of Rithmomachia that between the twelfth and sixteenth centuries,

“Rithmomachia served as a practical exemplar for teaching the contemplative values of Boethian mathematical philosophy, which emphasized the natural harmony and perfection of number and proportion, that it was used both as a mnemonic drill for the study of Boethian number theory and, more importantly, as a vehicle for moral education, by reminding players of the mathematical harmony of creation”.

“What?”

Here, check this out to see what he’s talking talking about, then I’ll tell you what it’s like playing this game:

  • Arithmetical proportions: Say I give you the numbers 3 and 15. You can find the missing number between them that would form an arithmetical proportion by summing the first and last numbers of the sequence (3 and 15 for a sum of 18), then dividing by 2. So in this example: 3, 9, 15.
  • Geometrical proportions: Say instead I give you the numbers 2 and 72. You can find the missing number between these that would form a geometrical proportion by multiplying the first and last numbers of the sequence (2 x 72 = 144) then finding the square root of that. So in this example: 2, 12, 72.
  • Harmonic proportions: Say now, finally, I give you the numbers 12 and 20. You can find the missing number between these that would form the harmonic proportion by multiplying the first and last numbers of the sequence and also by 2 (12 x 20 x 2= 480) then dividing that by the sum of the same two numbers I gave you (12 + 20 = 32). So in this example, 480 / 32 = 15 and the sequence is 12, 15, 20.

To the minds of the Greeks, all the way up for centuries after Boethius wrote about this, number sequences like this have a magic to them, because they’re tuned to reality itself. Nature and the cosmos, the very music in the air, the movement of the moon and the stars, all tied in to these perfect, intellectually satisfying numerical relationships. Measure anything in the stars or on the water or in the music from a harp and you’ll find these sequences, they would tell you.

Make fun of that if you want, or look down on it as caveman thinking, but I felt the same kind of magic in school when I studied this little wonder:

That’s Einstein’s field equations, tying together everything that ever was. It’s one of the most verified things in Physics. Explains how the world goes round, why things fall, and the future of the universe. Gorgeous. Absolutely gorgeous. That’s the way the monks felt playing Rithmomachia, clashing their little game pieces together looking for ways to feel these proportions. Not to just learn them.

To feel them.

If you’re at all interested in learning more about this wonderful game, seeing its rules clearly delineated for you, and seeing some nice illustrations of game play maneuvers, then head to Amazon and read Rithmomachia by Seth Nemec.

He does an amazing job walking you through why the number sequences mattered to those to whom this game was more than a pastime and a learning mechanism, but rather a way of worshipping and meditating on the very fabric of the cosmos. If you have Kindle Unlimited, it’s free.

I’ve read it four times myself over the years just because he makes the game seem like an awful lot of fun, and somehow important. It makes me want to hop in the minds of those monks and feel the way they felt playing it, and to see that crazy board and its pieces on a big old oak table read to go.

In fact, it was the idea of a philosophers’ game with real-world implications that inspired a story collected in Kyot: The Storybook Puzzle Box. That one’s called The Berserker’s Game, and a far bit darker than Rithmomachia. Read it here if you like.

Overview of Rithmomachia

Quick summary of the game though, so I can tell you whether I beat my son on Christmas Eve or not (and some insights we had playing it):

Game pieces: Game pieces are either circles, triangles, or squares, all with numbers on them. The two game piece sets aren’t the same, nor are they symmetrical, though the White player’s pieces are based on even numbers and Black’s pieces on odd numbers. The numbers themselves, their placement in the starting setup, and the movement rulesets are all based on Boethius’s proportions. Precisely defined stacks, one stack per opponent and called ‘pyramids’ are provided for as well.

The board: The board is an 8 x 16 squares grid, basically two chess boards set end to end.

Moves: Everything can move orthogonally or diagonally, but circles move 1 space at a time, triangles 2 spaces at a time, and squares move three spaces at a time. Piece moves can’t come up short – you move exactly 1, 2, or 3 spaces when you move. Pyramids may move in the manner corresponding to their component parts, as long as the requisite shape is represented somewhere in the pyramid (meaning it can’t move a single space any longer if it’s lost all its circles, for example).

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Attacks: Four basic attacks exist (but the attacking piece does NOT move into their victim’s space as it does in chess or checkers, you just call it and take the piece):

1. Siege is surrounding a target piece on four sides, either orthogonally or diagonally (board edge counts). Surround them and call it, taking the piece.

2. Encounter is when an attacking piece COULD legally move into the space where an opponent’s piece (of equal numerical value) is located. Just call it and take the piece.

3. Eruption is when you multiply the attacking piece’s number by the spaces between it and the target piece to obtain the target’s number. Say your 8 is 2 spaces from your opponent’s 16 (which in this game means side by side because the squares they’re on count in this calculation). Since 8 x 2 = 16, and that’s the target’s number, you call it and take the piece. Division okay too.

4. Deceit is when you surround a target pieces on 2 sides, and the two attacking pieces sum to the target piece’s number.

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Victory conditions: A number of victory conditions are provided across two categories – those defined based on pieces captured and those defined based on numerical progressions formed with remaining pieces on the board. Simplest possible is Victory Of Goods, meaning pick an overall score (say 100) and the first player to capture pieces summing to that number wins.

“So you’ve played this? What’s that like?”

I built a Rithmomachia board based on Nemec’s book a few years ago when I first encountered the game, just to see how the rules played out, and what differences I experienced in game play between the opposing sides, given the asymmetry of their assigned numbers. It’s been in my closet a while now though. My son is in college, majoring in computer science and math, and I knew he’d be into this when he was back home for Christmas (2022 as I write this). It’s right down his alley now, and he’s devious and sly enough to uncover slick strategies in any new game.

And he’s not afraid to get mean when necessary.

Some interesting insights based on our game play:

  • Eruption is awesome. It’s just awesome. It was our signature move, because of the level of aggression and devastation you can wreak with it. Planning Eruption attacks feels like planning moves for Bishops, Rooks, and the Queen in chess, only slightly more difficult due to running all the permutations through your head.
  • I see now why the checkerboard needs to be as long as it is – Eruption needs spaces on the board to provide for more multiples and make the math behind the attack useful in going after larger numbers. If you’re only multiplying by 1 or 2 each time, that isn’t much to work with.
  • The rules allow you to take multiple pieces in one attack as long as conditions are met for the respective pieces, so we really focused on trying to make that happen. It felt a lot like chess in that respect, with long turns of staring at the board. (We had very little luck in this though.)
  • The fact that you don’t move the attacking piece into the captured piece’s position flavors the entire game very, very differently to chess or checkers. It’s much more cerebral, constantly checking different combinations and possibilities mentally. Since you can’t move and attack in the same turn, this forces you to spend some turns moving just to change up the board configuration.
  • We stuck to very basic attacks and lower numbers. Yet there are numbers on the board like 289 and 361. You’re dividing a lot, trying to seize one of these big pieces, but you can see pretty quickly that won’t be easy at all to just go for the one big kill shot, due to their placement in the startup configuration. We really should have moved more pieces versus the constant attacks, to change up the dynamics of the board

And the single biggest observation that became apparent within the first few moves was surprising to me. I hadn’t expected a game designed by monks for monks, engineered at its core for instruction and meditation on the harmony of the cosmos would be a poker face game of deceit.

“What do you mean?”

So many of the attacks work both ways. Since you can’t move and attack in the same turn, when you move into position for your planned attack, in many cases, the other guy can do it to you instead. That was especially true for us because of our fascination with the Eruption attack. It meant you had to keep a straight face, look elsewhere on the board, even say deceitful things to distract your opponent from what you’re scheming.

Our game deteriorated quickly into a broadsides shootout between our two pyramids and with a few surrounding pieces, blasting away with Eruption attacks since we kept getting confused about what was concealed in the stacks. It was a way of trying to surprise the other guy.

I just hadn’t expected a monk’s game to require so much deception and stealth. Crazy.

“Well, who won?”

I got a lucky strike in, which sent me over the goal for a win. Honestly, it’s just a lot to keep in your head with many, many possible sneak attacks. You start to feel a little paranoid about that.

But overall, I did start to get a feeling for the numerical patterns, the weight of the larger numbers, the reasoning behind their placement and the logic of the startup configuration. It’s a fascinating game, and easy to see why people who felt these patterns were the language of God would see wonder in the board and its pieces.

Anyway, that’s what I wanted to tell you about this week. Great game, and Nemec’s book is worth a read.

What do you think?

Till next time,

Firebeetle In The Stygian Library: Experiments In Solo RPG Storytelling

Adventures are a hunger, fundamental to who we are. But what makes them work?

Literally everything we try at Grailrunner is about pushing boundaries in imagination. Often, that takes the form of contorting tabletop game mechanics for experiments in immersive storytelling. Then we give that stuff away for free in case it’s entertaining, though we’ve learned bits and pieces along the way about what makes adventures work…and what is missing when they don’t.

Which is the point.

For example, we built wargame terrain and a narrative scenario to play out a story using the game mechanics of Privateer Press’s popular Warmachine. It was a thrilling ride we called…

The Black Ruins Massacre

Turned out amazing – go follow these links to see what I mean:

One of the more popular things we’ve ever done here on the site was to write up an illustrated recap of a solo Dungeons & Dragons adventure in Wizards Of The Coast’s Tales Of The Yawning Portal. I routinely use a ridiculous D&D character named Firebeetle to try out different roleplaying game rulesets, and in that case, I put him through a harrowing ordeal called Clueless In The Sunless Citadel. Click these guys here to see what that was all about, and download the free pdf. Only takes about a half hour or so to read, but it’s fun.

Clueless In The Sunless Citadel

So anyway, I was in a big old used bookstore called McKay’s in Nashville, TN a few weeks ago. I strolled to the RPG section with no particular goal in mind and found an odd, strangely electrifying, though ultimately unsatisfying hardback called Maze Of The Blue Medusa. I knew as soon as I read the back, felt the weight and texture of it in my hands, as soon as I flipped through a few pages, that this was something special.

Maze Of The Blue Medusa

(I understand there is some controversy around one of the creators behind this book, so I’ll stick to the work itself in my comments.)

The book describes a system-neutral dungeon complete with a detailed map, illustrations, a bestiary and associated encounter dice tables, and intricately detailed descriptions of every one of its over 300 rooms. In every room, something weird is happening, something grotesque and surreal is creeping about, and crumbs of an over-arching story are dropped.

However, unlike so many mega-dungeon books with their Tolkein tropes and endless loot crates and traps, this whopper is written like an art project, with text that reads like it’s for shrewd adults capable of seeing irony and social commentary in its encounters.

I excitedly cracked it open when I got the chance to run young Firebeetle through his paces inside the Maze.

And I wasn’t into it.

It just didn’t click for me. The adventure escaped me, and it was just going through motions with no point. I couldn’t find a story hook that mattered. Each room seemed weird and vaguely interesting, but nothing popped or sparkled for me. The encounters were tedious and amounted to nothing. Here’s a Youtube video of some dudes in an actual play session of Maze Of The Blue Medusa – watch that for a few minutes and I suspect you’ll see what I mean.

Even with a great GM and some funny players, this wasn’t an adventure so much as a haughty stroll through the bohemian part of town where I don’t really fit in. I wanted the awe and danger of exploration inside the covers of a book and found only a meaningless series of weird things. Maybe that was my fault, but the mechanisms available just didn’t work the way I wanted.

That was on my mind when I heard of a little book by Emmy Allen called The Stygian Library, I thought maybe I had found redemption.

The Stygian Library

Pick up the older version of this booklet free here. It’s available in a remastered version here.

The Stygian Library bills itself as a dungeon for bibliophiles, promising a procedurally generated fantasy library you can explore in ever deeper levels. That sounded amazing, requiring you to map your way (though you can run blindly and get lost). Much like Blue Medusa, this wasn’t written with solo play in mind, but with enough dice tables and imagination, I figured I could rewire it.

Emmy delivers a wild bestiary including golems made of paper, animated books that follow you around, mysterious creeping librarians working on enigmatic calculations, even a half-man, half octopus that eats brains. Nice.

You roll for the levels you’re entering, details about them at first glance and also if you search around, as well as random events and, when prompted, encounters of a friendly or a violent flavor depending on your choices so far.

I took this idiot inside.

Firebeetle

Firebeetle was a name I was given for my very first D&D character back in the day. I recreate him in any game system I’m testing out because he amuses me.

He’s an aimless adventurer, in it for the thrill, always ready to take up a quest or try a mysterious corridor, picking up random things along the way and relying on his luck to seem him through. He’s not really charming, but thinks he is. Loves the ladies. Gets into trouble practically at every destination.

Firebeetle has a tendency to stumble into dimensional portals (as I try new game systems), finding himself in underground dungeons in the Middle Ages (D&D), Viking-era Iceland in an impossible city made of clusters of hot air balloons (Ironsworn RPG system), or in the far future on a dying space station (Starforged RPG system).

He just kind of goes with it. And it all works out in the end.

Neither Blue Medusa, D&D, Ironsworn, nor Starforged were delivering on the premise I was searching for: the awe and danger of exploration inside the covers of a book. Maybe Emmy’s Stygian Library would be the trick. I love libraries.

I put this ridiculous booklet together during conference calls in the COVID-19 quarantine, and I treated it as the opening sequence before entering the Stygian Library. It was going to be called Five Days In Boghallow, a fighting romp with a funny undead sidekick. Literally the only reason I’m including a link here is to give you a feel for this character. He’s such an idiot.

Anyway, I’ll give you the airplane view of what went down inside the Stygian Library and make my point for the day:

On what happened inside the Library…(keep in mind, virtually all of this was determined by dice rolls and game mechanics)

Bereft, the undead knight and Firebeetle entered the Library from the pit into which they’d fallen. They were amused by a couple of animated books that followed them around like cats, though the creepy librarians kept appearing to whisk the books away into the shadows. Something they read inside the cover of one of the books gave them a quest to find some machinery in the deep levels of the endless Library. They encountered bees made of paper (swatted them away) and a golem (ignored it) and paid visits to a planetarium, a pile of treasure, the master catalog of contents, and a hall of taxidermy before managing to be entirely lost and stranded inside an ever-shifting labyrinthine library.

Ahh, I thought. Here’s where things pick up for young Firebeetle. He’s stuck now. Looking for some machines or something.

They kept pressing on, ever deeper, picking up all manner of treasures and vaguely defined books that seemed promising. ‘Let’s see Firebeetle’s careless attitude work his way out of this mess’, I said to myself.

Then inside a giant paper beehive, a bird-like bandersnatch started pecking at Firebeetle’s sword to steal it (because it was shiny). Stupid bird-thing. When they finally killed it, the fact that they were killers turned the Library into a deadlier place. This would pick things up then, as the Library beasties got nastier and the hapless adventurers grew more desperate to find a way out.

In an enormous statuary, Bereft and Firebeetle were accosted by a floating skull, attended by floating teeth that were enthralled with its every word. It grew increasingly insulting, commenting on their appearance and bumbling like they were museum curiosities, before it began to smash itself into Firebeetle muttering something like, “See, students, how a skull may stomp a bug without the need of feet!”.

They ultimately shattered the pompous skull, scattered its minions, and dealt handily with some phantoms the encountered as well. And they did, believe it or not, wind up in the chamber they sought with its outlandish calculation engines, where the hooded Librarians worked their mysterious mathematics.

And would you believe it…and I honestly didn’t make this up at all…the dice rolls delivered Firebeetle an intangibility potion. It’s the one thing that would get him back to an escape from the Library, with treasure and books in hand. I mean…I tried to put the guy in danger and make a madcap adventure of the whole thing, and his ridiculous luck somehow just pulled him out of it.

The Stygian Library was amusing, even interesting and novel, definitely worth your attention if any of this sounded like your cup of tea, but overall it failed to deliver the spice I was seeking: the awe and danger of exploration, except in the covers of a book.

So what am I saying then?

Here’s my point. And I learned this through all these experiments with different game systems through comparison with the one I’m testing now – Forbidden Lands by Free League Publishing. The difference has been night and day. And I believe I know why.

Solo RPG game play is absolutely possible. It’s enjoyable and surprising, stretching your imagination and your sense of fun. It may even rewire your personality as you rip and stretch aspects of yourself that don’t see enough light of day. It takes a few things though, which I’ve found in Forbidden Lands more so than with these other systems, including The Stygian Library:

In my day job when we deal with companies making big changes, we use something called The Airplane Model to define the major elements that make things happen, that drives people to do things. I’m applying this to manufacturing adventure. Hear me out:

Adventures work when:

  • (Vision) …there is a meaningful purpose to what the characters are doing – a destination and a clear, important goal that you find interesting. The Forbidden Lands ruleset offers a Legend Generator that covers this well. I believe I was missing this in many of my random exploration experiments.
  • (Sense Of Belonging) …the characters matter to you, fleshed out with formative events that made them who they are. I trusted the Formative Events dice tables in the Forbidden Lands to build a person for me, a hunter named Colter, and he’s starting to feel like someone I’ve known a very long time.
  • (Sense Of Contributing) …the decisions that your characters make have consequences. I felt in the Maze Of The Blue Medusa and to some extent in The Stygian Library that the random conflicts and odd bits of treasure were irrelevant. Curating good dice tables, like the Action and Theme oracles in Ironsworn and others is fantastic for surprises and a sense of wonder and discovery, but what you do has to mean something or there’s no weight to what’s happening
  • (Sense Of Progression) …there is a clear, definable sense that progress is being made against the purpose. Ironsworn, Starforged, and The Stygian Library all three provide an abstract Progress Tracker intended to keep score of how things are going in the story versus goals, but I found that unrelatable in solo play. Boring and meaningless, even. I’ve found I start to give up on the adventure entirely if there isn’t any meaningful progress or sense that things are moving along. In the case of Forbidden Lands, a deliciously detailed map is provided which is incredibly satisfying.
  • (Sense Of Urgency) …time is ticking, and there is a real possibility of dying or losing something precious. Particularly in D&D 5th Edition, I feel like it’s kind of hard to die. One thing I’m seeing in the Forbidden Lands ruleset is that the stats are unforgiving, and there are lots of things able to kill my character. It forces me to make Colter plan more, and think creatively about his decisions since he could die so readily.

And that’s what I wanted to say about all this. It’s been interesting, testing all these systems out and trying to use them to breathe life into a story I can experience.

The awe and danger of exploration, except in the covers of a book. Possible?

What do you think?

Till next time,