Revolutionary League
Who topple the Structures of Power.
AncientH:
The Anarchists aren’t anarchists as we understand the term. The text does distinguish between Anarchists and anarchists, but the representation of both is really fairly insulting. The Anarchists are another inherently destructive not-gang that is supposedly about personal freedom but inherently destructive about on the level of the Doomguard, except instead of setting shit on fire they try to knock down any kind of organization. That’s just not a fun group to hang around.
FrankT:
The Anarchists are like what you'd think “Totally Extreme Anarchy!” would be if you had no idea what Anarchy was about. Zeb Cook was a highschool teacher in Nebraska, so I assume that his template for understanding anarchist political thought was teenage rebels without a clue during the Carter administration. These guys have all the complexity, sophistication, and depth of a 15 year old who tries to get kicked out of class by name dropping The Sex Pistols.
Rather than having any theories about how to run society without leaders (of which there are many), they just want to knock over all the other political factions and then disband. That's it. So I guess in Faction War, they “win”. Which is why they go back to Carceri and a schism faction goes back to Sigil called Second Wave.
AncientH:
I’ve mentioned before that the timing of faction events are usually vague and weird, so that the organizations that are supposedly ancient are fairly young compared to some groups in the real world. But this one gets weird: 300 years ago (roughly) the Anarchists started a war between the factions that wiped out three entire factions. Since this was after the Great Upheaval and there’s still 15 factions running around, that suggests that at least 3 factions are less than 300 years old. But all of them so far claim to have been around longer. So either this is a bad editing mistake or general lying.
FrankT:
The history doesn't make any sense. Supposedly they managed to start a faction war that killed off 3 of the factions 300 years ago. But the factions were culled down to 15 about 600 years ago and all the factions (except maybe the Xaositects, who reformed 150 years ago) that are here claim to have been around at that time. I'm not really sure how condensing power into a smaller number of hands advances Anarchy in any tangible way, but that is how they apparently roll. Their goal isn't to create a way of life without rulers, it is to reduce the number of rulers. And since every writeup has to be the ultimate evar, we have a situation where the Revolutionary League successfully destroyed factions that couldn't have existed because the Lady of Pain had already destroyed them. It's a “my dad can beat up your dad” argument, but with fictional characters.
Being an Anarchist is also apparently illegal. I don't know what the legal theory is here, because while it might make
literary sense for the anti-authority faction to be fighting The Man and for The Man to be fighting back... it doesn't make any
actual sense. This is a city which is dedicated to the balance between Good and Evil, Law and Chaos. You're allowed to be a fucking Doomguard, so I don't know what collective crime they could possibly be guilty of that would make membership a hanging offense.
AncientH:
The most revered Anarchist is Omar.
Not that Omar. This Omar managed to become Factol of the Harmonium, presumably because every collective asshole in there thought he was such a great guy they never used
detect lie (yes, yes the Anarchists can pose as a member of any other faction without being detected,
but the other factions know that), and then tried to close the whole faction—yeah, that didn’t happen. But Anarchists do respect Omar for his massive adamantine balls in almost pulling that one off.
FrankT:
Many people would say that Beringe, the not-factol of the Anarchists is an illegal character. He is a dual-classed Fighter-Thief with equal levels in both that nonetheless uses both the Thief Skills and the Fighter Armor proficiency at the same time. According to a common reading of the Dual Classing rules, you can't do that. But if you read them the other way, he could have started Fighter, then raised Thief enough to get his Fighter powers back, and then dual classed
again into Fighter (his Strength and Dexterity are high enough that either class qualifies both as a class to leave from dual classing and as a class to dual class into), then once he passed Thief with Fighter again he could in essence jump back and forth to his heart's content because the conditions to restore class features in either class would have already been fulfilled. I feel extremely dirty for remembering that argument. 2nd edition Dual Classing Rules are a train wreck. Interestingly: the 2nd edition Dual Classing rules and the fact that they are completely 100% silent as to what the hell happens if your original class also qualifies as a target class to switch
to is another thing that is Zeb Cook's fault.
AncientH:
The Anarchists don’t have a headquarters, just like they don’t admit they’re Anarchists, but they do have a number of safehouses established under the cover of legitimate businesses. If this sounds a lot like a bunch of friends pretending to be a gang and hanging out in each other’s basements rather than the terrorist/guerrilla/intelligence cell approach, well, there’s not a lot of difference that I can see. We’re given a short peek at a number of Anarchist safehouses, which is actually a nice change of pace from the broken-number HQs. Unfortunately, I wish that these had been a little more diverse. If I was writing up this faction, I’d have a women’s shelter and a bordello and stuff, places which already have a good excuse to be quiet and maybe have a bit of security.
FrankT:
The Revolutionary League has a network of safe houses all over town. They are front businesses that you can walk into, say the password, and get briefed on your secret mission. Like you were in Get Smart or Inspector Gadget. It's possible that they were trying to channel Mission Impossible or some other semi-serious piece of cold war spy shenanigans, but I doubt it. Basically you go to cafes and warehouses and shit, and then after giving the password you find Chief Quimby in a box or under a table or disguised as a dog or something, and he gives you your secret mission. Then you toss your exploding instructions back in with Chief Quimby who promptly gets blown up and groans. Then you start your mission.
There's actually a bunch of location writeups, but I can't quite get my go-go-gadget-give-a-fuck going.
AncientH:
Anarchists are rogues almost by default; the main perk of joining the Anarchists is that you can take rogue proficiencies, which sounds a lot like what a Thieves’ Guild should be. The only real restriction on Anarchists is that they don’t accept Lawful members (damn, there goes the rebellious paladin!) Of course, the problem is that it’s illegal to be an Anarchist, so you have to lie constantly and pretend you’re either a member of another faction or that you have no faction at all, which is a bit like wearing a sign saying “Convert me!”
FrankT:
We're told that the Anarchists have a cell structure and that when they get cracked down on it drives more undecideds into joining the Anarchists. You know, like a terrorist or revolutionary movement in anywhere, anytime. This is to
contrast it with being “complete chaos”. Because the book wouldn't know a consistent definition of Law and Chaos if it had been known by one in the biblical sense first.
AncientH:
Also, completely unlike the coffee-and-donuts session that the Mercykillers have, you actually have to work to become an Anarchist. First you have to hear about them. Then you have to find them. Then you have to convince them to let you be their special friend. (Fuck, it’s like being a closeted homosexual back in the 70s.) Then maybe they’ll introduce you to their other special friends. (Oh gods this metaphor works.)
FrankT:
The Revolutionary League demographics is about what you'd expect: mostly Humans, few Dwarves. Lots of Thieves, few Priests. You're not allowed to be Lawful because for some reason Lawful people wouldn't want to overthrow this completely fucked up society. I want to point out that the factol of the Mercykillers
is Lawful
and wants to overthrow this particular society. Maybe I'm just setting my expectations of chapter to chapter consistency too high.
AncientH:
Apparently the Anarchists’ worse enemies are other Anarchists. Which makes no sense, because the Harmonium, Mercykillers, and Guvnors are willing to kill them all and send them to prison, and they don’t care about the order, and the Doomguard want to burn everybody down. So the idea that a rivalry in the proper way to perform civil disobedience is the number one problem facing your not-organization suggests a pathological level of self-centeredness and disconnect from reality.
It’s a hanging offense to be an Anarchist.
FrankT:
Apparently the only thing that stops these guys from taking out all the other factions is that they are too disorganized. Like, apparently their group is on the whole basically way more powerful than any other faction but is riven by internal strife and lack of clear workflow procedures. I don't know what to say about that. But given that the system described in the rest of this book
is pretty repellant, and holding Aztec style mass executions every day – I could see as how there would be a big desire to bring it down.
AncientH:
Honestly, I like the idea of an entire PLANESCAPE campaign where each of the PCs is secretly an Anarchist but pretending to be a member of another faction. It probably wouldn’t last more than a session or two, but it’s a fun conceit.
FrankT:
Actually being a member of the Revolutionary League has as its primary draw that you can count as a member of a different faction for social purposes without getting their actual powers or drawbacks. Since some of the factions have social bonuses as
their entire powers (notably: Godsmen), I don't know how this is supposed to work. Your secondary ability is that if you are
not a Rogue (which in 2nd edition means “Thief or Bard) you get the Rogue skills added to your skill list, and if you
are a Rogue you get a modest bonus to your Rogue skills. Now before you get too excited, let's remind ourselves that this is 2nd edition AD&D, and so a lot of things we think of as iconic “Rogue Skills” weren't actually part of the skill system at all. Hiding, Lockpicking, Stealing, Finding Traps and all that jazz were
class features of Thieves and Bards, and not skills at all. That's enough 2nd edition mechanics for this review.
AncientH:
So, here’s the deal with the Anarchists: they have no leader (like the Free League), they have no end game (like the Free League), they have no headquarters (Free League), they have no appreciable organization (Free League), it’s every cell/namer for themselves when it comes to filling out their goals (Free League), and actually declaring yourself an Anarchist is a good way to get killed by the planar cops (Free League). Really, you could make an argument that every member of the Free League is an Anarchist and vice versa, and they did it so that Sigil would have the magic number of 15 factions.
Except despite being almost identical for most purposes, the Free League gets a deadly STD. Whoo, An-ar-chy!
I cannot help but imagine this chapter would have been much better if written by someone who had read Grant Morrison’s
The Invisibles.