Monday, April 4, 2011
C for Cynidiceans
I was originally going to call my "C" post "C for Campaign," but then I re-read Tom Moldvay's classic D&D adventure module The Lost City and changed my mind. However, aside from some Lost City-specific praise and comments, the general intent of the post has not changed at all, because what I want to talk about is the way in which that particular Basic Adventure Module works as a text to train new players and DMs in the ways of D&D, especially campaign-building.*
As I have written before, I started out my D&D career using the Basic D&D Boxed Set with the 1979 blue-covered rulebook written by J. Eric Holmes. I never owned nor read the 1981 Tom Moldvay version of that rulebook until quite recently, when I ordered a used copy from Noble Knight Games. Moldvay's edition is particularly welcoming, well-organized, and easy to follow. I can hardly imagine a better book with which to initiate a neophyte player or dungeon master into the ways of D&D. And if I were compiling an ideal "starter kit" with which to introduce someone to the Old Ways of B/X D&D,** I would likely include Moldvay's Basic D&D book in the box, along with his B4: The Lost City as the set's introductory module.
This may sound blasphemous to those of us who grew up with either B1: In Search of the Unknown or B2: The Keep on the Borderlands in our introductory box sets. But my recent re-reading*** of Module B4 convinces me that it may be an even more effective and rich resource for training beginning Dungeon Masters than either of those other two much-revered (and superb) adventures. The reasons for this has everything to do with the Cynidiceans.
The Cynidiceans are a dying race of masked humans living in the ruins of the titular Lost City of Cynidicea. Buried underneath the desert sands in the wake of a major cultural decline, all that remains easily accessible of the Lost City are the five upper tiers of a step-pyramid. The premise of the adventure is that the Player Characters have become lost in the desert without food or water, so they must investigate the pyramid in order to find resources to save their own lives. Once inside, they will almost surely meet some of the Cynidicean inhabitants.
Moldvay's brilliance here is that he simultaneously presents in The Lost City two different (but related) "levels" of adventure:
(1) A classic and uniquely motivated dungeon-crawl, i.e., the players have to investigate the pyramid or starve to death. Once inside, they will find a multi-level underground "dungeon," which is of course the traditional "default" setting for most D&D adventures. In addition to being fun -- there are some very clever traps and some wonderful monster encounters in The Lost City -- this layout models for the neophyte DM**** the "standard" approach to D&D adventure design.
(2) Layered into the classic dungeon setup of the step-pyramid is an ongoing tension between three different factions of the Cynidicean inhabitants. These three factions are open to having outsiders join, so the players are given a direct opportunity to get involved with local politics. This involvement is not required in order to play the adventure -- the module makes clear that the PCs are welcome to just hack-and-slash their way through the step-pyramid if they choose -- but it explains in very clear terms how DM's might begin to incorporate the "role-playing" aspects of the game in the PCs' negotiations with the different factions they meet.
Now I may be biased toward this style of play -- I love it when players haggle, negotiate, and diplomacize their way through adventures -- and that bias may account for my particular love of this module. But more than simply giving the novice D&D group a chance to act diplomatically, Moldvay here outlines how that might work in game terms, providing die roll based mechanics for negotiating with the Cynidicean factions and suggesting some broad story arcs that could result from the players allying themselves with one group or another. I have never seen such a succinct and easy-to-follow primer for this type of more nuanced D&D play. The module caps this off with some suggestions for expanding the adventure, providing the DM with sparse sketches of unkeyed areas, and concluding with a list of ideas for "endgames" based around a longer Cynidicean campaign.
While I have certainly developed a Lost City-ish sensibility over years and years of Dungeon Mastering, my initial training was via more tournament type modules like C1 Hidden Shrine of Tomoachan and S2 White Plume Mountain. Thus it took me awhile to grasp the pleasures to be had in player-NPC negotiation and party alliances with in-game groups. In The Lost City, Moldvay brilliantly lays out the basics of such an approach, thereby "introducing" it as a (potentially) core aspect of the game. I only wish I had obtained, read, and played this module earlier in my career.
Readers interested in this module should also read James Maliszewski's insightful retrospective about it. (He too is a big fan.)
--
*A campaign is an interconnected series of D&D adventures, usually involving a group of similar players (and characters) over time.
** B/X is an abbreviation for "Basic / Expert," referring to two connected sets of D&D rules released by TSR in 1981. As it happens, this is the same ruleset that Labyrinth Lord, the newly-released "retro-clone," clones. Why buy and read the B/X books if I already have (and happily play) Labyrinth Lord rules, you may ask? Well, we old-school gamers tend to be a bit obsessed with our hobby, and some of us (inlcuding me) indulge our obsession (and our nostalgia) by collecting old versions of the rules. This is fun because despite Labyrinth Lord's status as a "clone," there are subtle differences between the original B/X presentation of the rules and that found in Dan Proctor's excellent Labyrinth Lord books.
***Note that while B4 is one of the adventure modules I owned back in the "old days" (the 1980s), I have never actually used it in play; all my comments are based upon my reading of the module, not running players through it.
****Abbreviation for "Dungeon Master," the game participant who leads the "players" through their adventures. The DM is sort of like a rules referee and story narrator all in one.
Saturday, January 1, 2011
Lost Expedition to the Barrier Caverns of Fretsno-jcanth
For this year’s annual Christmas migration to the ancestral abode in Fresno, I had something to look forward to. I had visions not of mere sugar-plums dancing in my head, but of finding THE BOX with all my old RPG stuff in it, and scoring a real old-school haul. What treasures did I expect to find? Well, for sure there would be my 1e DMG and PHB, a bag of dice of varying quality, and I figured there would be some classic modules. The three I was really hoping to recover were S3 Expedition to the Barrier Peaks (mostly for the artwork, honestly), S4 Lost Caverns of Tsojcanth (for all the cool magic items and new monsters), and B2 Keep on the Borderlands (because it’s B2!). Well, I found A BOX, but not THE BOX, which now I suspect may no longer exist. Anyway, there was some loot.
Yes the PHB and DMG were there, as well as my original copies of Moldvay Basic and Cook Expert, which was unexpectedly cool. Of moderate coolness were two slightly mangled sets of Steve Jackson’s Cardboard Heroes: the Brigands, Orcs, and Goblins set and the Animals set.
I take that back, "moderately cool" is unfair. Cardboard Heroes was a fucking awesome product, fairly cheap (<$5 a set I think?) and a really cool substitute for lead miniatures, which I never devoted much time or money to. Plus these will come in handy with Innominus soon to conjure up a Dangerous Bobcat familiar (thanks to Carter allowing the use of all of Bat's Ancient Vaults Spells in the Ara campaign), which when Animal Growth gets cast is going to take on Mountain Lion proportions ... CLAW/CLAW/BITE! Too awesome! But more on that some other time.
The rest of the box contents seemed to date to a later period of gaming, which included Star Frontiers (the original rules, Alpha Dawn expansion, and Zebulon’s Guide to the Galaxy, which is a pretty cool book) and Marvel Superheroes, which would have been early high school era stuff (the end of the 1980s). Ah, yes, and Palladium’s TMNT. Scanning through that I remembered that TMNT was cool before they cartoonified the franchise. Balls. That book also has some great artwork.
But none of the big 3 modules were there, much to my dismay. Nor were there some others like X1 Isle of Dread, X2 Castle Amber (? did I own that or not...), or X5 Temple of Death. Now, I may later post something on “Nostalgia”, which I have some issues about with respect to Old School gaming, but let me make clear that I wasn’t trying to recover my past or seek refuge in childhood memories or any of that crap. I just wanted to get my cool stuff back, now that I’m gaming again and have an adult mind to turn towards mechanics, themes and ideas I really couldn’t take in back when I was 10-12 years old. But I did find a bit of a B/X treat. In addition to the rulebooks, there was B4 The Lost City, which I think I got for my birthday towards the end of my D&D era, and never played. I think by that time I was still laboring under the delusion that my friends and I had graduated beyond Basic and Expert to Advanced, and so playing a Basic Module was for little babies that couldn’t deal with hardcover books. Now having got back into the Old School via Lab Lord and reading all of these blogs, I understand that B/X is an entirely separate system to AD&D (this is what I mean by turning an adult mind to this stuff and now actually getting it). And furthermore, as I looked through the DMG for the first time in decades, I realize that we hardly ever used that book except for cooler spells and treasures. We thought we were playing AD&D, but were actually playing B/X with PHB classes and hit points – a hybrid I now recognize to be quite similar to the LL Advanced Edition Companion.
So I looked at those books and the module with fresh eyes. First, the books have been through hell: I bought these from a friend of mine in 5th grade, who had savagely cut them down spine so they could go in a 3-ring binder, and then taped the covers together when he gave them to me. I apparently then stapled the pages back together with all the staples I could find. I should have just put them in a binder. You know, 5th graders are just fucking stupid. They should never be allowed to vote or given drivers licenses. You can quote me on that. Anyway, looking at B4 now I see that this is a pretty cool module, set in the middle of a desert, so it can be stuck into just about any game universe, and has enough complexity with the factions and the history of the Lost City to be fairly rich even though it looks to be specifically designed as an intro modules for both players and DMs. Probably this is because Moldvay wrote with that in mind? The handy Fast Packs and pre-gen character stats at the back of the module, and the sort of one-off format seems designed for ready play, in a way that B2 is not. I guess it’s seems like B2 would be more difficult for a new DM to deal with, but since I haven’t read it for ages maybe I’m off the mark. The other cool thing about B4 is that it can be expanded to higher level play, so the transition to Expert rules can be made if the players want to delve deeper in the pyramid. Good stuff, lots of cool ideas. Once again I see that Basic doesn’t have to mean bland.
Well, that’s it for now. I’ll have some obligatory notes on what is scrawled in these books in a later post. The other thing I hoped to do was visit the only cool thing left in Fresno (since I no longer live there), the Forestiere Underground Gardens which was highlighted over on The Lost Continent a while back. Unfortunately the weather did not cooperate. Anyone traveling through the valley on Hwy 99 should stop off and check it out, or I will destroy you.