Showing posts with label Arneson. Show all posts
Showing posts with label Arneson. Show all posts

Sunday, February 16, 2020

Let's Generate A Legionnaire Character!

Art by Roger Loveless
“Creating a character is a matter of several simple steps,” page 8 of the Legionnaire rulebook states, “It is important that these steps be followed in their listed order.”  The first step is determining primary attributes.  By rolling 2d10 for each value, we obtain the following results:

AG: 14     CH: 7     CN: 14     DX: 16     IQ: 6     LK: 14     SP: 9     ST: 17

As a reflection of his low intellect, we will call this character Stultus.  An intelligence value of only 6 presents an obstacle for generating a well-rounded character because each career path requires a minimum IQ of at least 8.  Although he cannot engage upon a career, Stultus can still acquire 9 points of skills (i.e., IQ value + 3).  Stultus will be 21 years old (i.e., [skill points / 2] + 17).

Each skill has a prerequisite intelligence value, so the number of skills available to Stultus is necessarily limited.  With nine points we can purchase nine skills at one level each.  From the IQ 2 skills we choose Archery, Blade, Brawling, Knife, and Laser Firearms.  From the IQ 3 skills we choose Projectile Firearms, Swimming, and Wrestling.  Finally, we choose a “Career Skill” from the IQ 6 skills.  Career Skills “cover any sort of job that can be performed by a semi-intelligent creature” (but not jobs covered by other skills).  We may as well specify 'RPG Designer' as Stultus' Career Skill.  Anyway...

Let's Generate Another Legionnaire Character!

Another round of dice rolling provides us with the following values:

AG: 11     CH: 18     CN: 13     DX: 10     IQ: 12     LK: 12     SP: 11     ST: 11

We'll call this character Septimus Aquilae.  In Legionnaire, there are two types of career paths, military and intelligence.  For Septimus, we shall select Insurgency / Counter-Insurgency Agent, one of the intelligence paths.
      The Insurgency / Counter-Insurgency agent is effectively a blend between a well trained soldier and a deep cover agent.  In the insurgency role this agent is capable of raising, training and leading a resistance group on an enemy occupied planet.  As a counter-insurgency expert this character is capable of meeting a guerilla group on their own terms and defeating them.
This career requires a minimum IQ of 12 and a minimum DX of 10.  The skill point cost is 12 and it adds six years to Septimus' age.  He acquires the following skills:  Ambush, Communications (P-Comm), Demolitions, Drop Pod Operations, Environmental Survival (choose two), Leadership, Martial Arts (choose one), Negotiation, Projectile Firearms, Scavenger / Tinker, Security Tech, Stealth, Support Weapons, Tracking, and Training.  P-Comm refers to “Phase-Polarization Communications System,” a method of faster-than-light communication.  For the Environmental Survival options, we'll choose Urban and Temperate.  (“Urban Survival covers the savvy and streetwise skills to survive in the rougher urban areas of a world.”)  For Martial Arts, we'll select Karate.  With Septimus' remaining three skill points, he gets one level each in Tactics (Ground), Medtech, and – given his high Charisma – Swindling.

Although 'rank' is not recorded on the character sheet, one must determine rank as part of a character's career duration.  For intelligence careers, we roll 2d10 and consult Rank Table 6.  A result of 16 means ten 'points' of rank; equivalent to a rank of lieutenant in the Commonwealth armed forces.  Septimus must 'earn' ten rank points by rolling on the Previous Experience tables.  Each pass through the tables adds a year to the character's age.  Each result has instructions to follow and a line or two of flavor text “descriptive of a uniformed soldier's life.”  Before each pass, a player must choose two skills (first and second choice) and two Primary Attributes (first and second choice) that may be improved.

For Septimus' first pass we'll choose Dexterity (1st) and Agility (2nd) for attributes and Projectile Firearms (1st) and Security Tech (2nd) for skills.  (Previous Experience charts cannot improve an attribute values beyond 18, so we may not choose Charisma.)  The first roll is 8 (“You put the year to good use, working hard at your training.”):  both skills improve but no rank points are received.

For the second pass, we'll keep the same attributes but choose Leadership (1st) and Negotiation (2nd) for skills.  The roll is 18 (“Pressed into service in a position you do not normally occupy, you perform admirably.”):  the second choice skill increases by 2 and one other skill increases by 1.  “Other” skills are determined randomly.  Since Septimus has 19 skills, there are 17 possibilities.  We roll 1d20 and ignore results over 17.

For the third pass, we choose Ambush (1st) and Stealth (2nd) for skills.  The roll is 9 (“You've had a more exiting time watching clouds form than you did in this year of service.”):  1st choice skill increases by 1.

For the fourth pass, we choose Leadership (1st) and Medtech (2nd) for skills.  The roll is 4 (“You ran into unexpected trouble in a supposedly safe zone.”):  the second choice skill increases by 2 and one other skill increases by 1.  Also, 2 rank points are earned.

For the fifth pass, we choose Leadership (1st) and Swindling (2nd) for skills.  The roll is 4 again.

For the sixth pass, we choose Leadership (1st) and Tactics (Ground) (2nd) for skills.  The roll is 9 again.

For the seventh pass, we choose Scavenger / Tinker (1st) and Stealth (2nd) for skills.  The roll is 9 for the third time.  Bored yet?

For the eighth pass, we choose Training (1st) and Stealth (2nd) for skills.  The roll is 12 (“If boredom was an ore, you hit the Mother Lode this year.”):  the second choice skill increases by 1.  Is the game becoming self-aware?

For the ninth pass, we choose Training (1st) and Security Tech (2nd) for skills.  The roll is 6, which directs us to another chart, specifically 2B.  For this new chart, the roll is 12 (“Fighting to keep your rations down is the most battling you do this tour.”):  second choice skill and second choice attribute both increase by 1.  Also, 3 rank points are earned.

For the tenth pass, we keep the same attributes but choose Karate (1st) and Projectile Firearms (2nd) for skills.  The roll is 9 for the fourth time.

For the eleventh pass, we keep the same attributes but choose Training (1st) and Tactics (Ground) (2nd) for skills.  The roll is 15 (“An action in which you figured prominently made the media broadcasts.  You're a star!  More importantly, so were your superior officers!”):  Both skill choices increase by 1.  Five rank points are earned, meaning Septimus has reached his quota.  Also, the character earns a Prestige point.

Prestige is a “special attribute . . . developed by David L. Arneson, and is used with his permission.”  It “reflects a character's reputation among others in the Renegade Legion universe.”  Normally, Prestige is accumulated during play, but some points may be gained during generation through a character's family, military unit, or previous experience charts.

Another “special attribute is called the Edge and is a reflection of the intangible difference between true heroes and normal individuals.”  We learn that, “Each point of the Edge can 'buy' a new die roll during a game.”  A character begins with a number of Edge points equal to 2d10 – 13.  Septimus begins with –2 Edge.  He can acquire a positive Edge via experience.

This leaves us with:

Septimus Aquilae

AG: 12     CH: 18     CN: 13     DX: 10     IQ: 12     LK: 12     SP: 11     ST: 11

Skills
Ambush 2, Communications (P-Comm) 1, Demolitions 2, Drop Pod Operations 1, Environment Survival (Temperate) 1, Environment Survival (Urban) 2, Leadership 2, Martial Arts (Karate) 2, Medtech 4, Negotiation 3, Projectile Firearms 2, Scavenger / Tinker 2, Security Tech 2, Stealth 2, Support Weapons 1, Swindling 3, Tactics (Ground) 2, Tracking 1, Training 2

Age:  35

Prestige:  1

The Edge:  –2



Saturday, August 31, 2019

Two Articles of Note

On this Labor Day weekend, we take a break from our hard-hitting, high octane analysis of TIMEMASTER™ in order to bring attention to a couple of articles regarding the early days of the hobby.

First, earlier this week, Kotaku posted a feature article about the beginnings of Dungeons & Dragons.  (TRIGGER WARNING:  Gary is described as having human flaws.  😧)  The article goes into Braunstein and Blackmoor and Arneson's “Creature Feature weekend inspiration.”  Eventually, it suggests that Gary may not have been as creative as legend indicates.  Of course, it was Gary who manufactured the legend.  Unfortunately, in bolstering his own role, he undermined that of Arneson.  The propagation of the Cult of Gary led to Dave's minimalization.  One of Gary's talents was promotion and absent that talent, there would not have been a D&D phenomenon.  Yet without the creative effort of others – most notably Dave Arneson – there would not have been a D&D for which to cultivate a phenomenon.

Another of Gary's talents was writing rules.  We should also be thankful for this.  Yet the Kotaku article provides this quote from Gary:  “Dave and I disagree on how to handle any number of things, and both of our campaigns differ from the ‘rules’ found in DandD.”  What's the point in devising rules if you're not going to abide by them?  On a previous occasion, I supplied a different quote from Gary:  “The secret we should never let the gamemasters know is that they don't need any rules.”  If this is true, why do I consider Gary's codification of the rules to be important?  In my opinion, a person doesn't need rules in order to play, but rules are useful in learning the concepts of the game.  Rules from a basis of understanding among the game master and the players.  Once there is such an understanding, the rules can be modified or even abandoned.  Without rules, the phenomenon of D&D would have been greatly impeded.

Speaking of rules, the second article was written by the editor of the blue book.  While most media focused upon the burgeoning satanic panic, the November 1980 issue of Psychology Today offered an educated perspective.  (I didn't state that both articles were recent.)  Apparently, we owe the presence of this article on the Internet to the Escapist.  In “Confessions of a Dungeon Master,” John Eric Holmes relates his experiences and observations regarding D&D.  Holmes admits, “my friends know that they can often persuade me to twist the rules...”  Holmes also states, “The Dungeon Master's world is sort of a giant Rorschach test.”  By this, he seems to mean that, within the context of the fictional setting, “the personalities of the characters turn out to be combinations of [the players'] idealized alter egos and their less-than-ideal impulses.”  Yet the “world” itself is a psychological reflection of the Dungeon Master.  Holmes recognizes that his style of play is distinct from that of other Dungeon Masters.  More to the point,  Dungeon Masters necessarily improvise, both in terms of reacting to the behavior of player characters as well as implementing on-the-spot rulings.  Holmes recalls an occasion where he decided that a “saving throw” was the appropriate game mechanic to determine if a player character had preserved her virginity.  Ultimately, Holmes professes that, “The Dungeon Master's job is to provide an interesting game.”  Such a thing cannot be achieved by wrote adherence to a set of rules.

Engaging in a role-playing game is a form of art, the rules are merely a tool to facilitate this endeavor.

Sunday, April 8, 2018

Not Quite Gamma World

Art by Martin King

In 1987, TSR published the board game GAMMARAUDERS, “a wahoo brawl of world conquest and spiffy weapons with fins!”  Inspired in part by the Gamma World franchise, GAMMARAUDERS takes place in the post-apocalyptic Gamma Age.  As the above quote suggests, the premise was not entirely serious.  In the game, players control giant, cybernetic animals called bioborgs.  The bioborgs fight one another as well as more conventional military forces (known as 'popcorn').  Cryptic Alliances are also part of the game; functioning as factions.  However, the GAMMARAUDERS Cryptic Alliances are not the same as those in Gamma World.  Included with the game was a twenty page booklet “of bioborg background, Cryptic Alliance news, and world history.”  It was an interesting decision to include twenty pages of unnecessary background details for a board game.  It's almost as if the publishers had additional plans for the setting.

Given the reasonable assumption that a significant amount of overlap exists between comic book readers and RPG enthusiasts, DC Comics published a few official Dungeons & Dragons titles in the late 80s.  Also published was a GAMMARAUDERS comic book, initially written by Peter Gillis.  How many comic books have been based on board games?  Anyway, the early issues included rules for The GAMMARAUDERS (Extremely Tiny) Roleplaying System authored by Zeb Cook (or, as he introduced himself, Major Zeb of the Gammarauders Science Patrol).  So, we have a role-playing system published in a comic book based on a board game partially inspired by a role-playing game.

Included in the first issue was an essay by Jim Ward explaining role-playing games.  The essay began:  “We at TSR freely admit we do not have all the answers on what role playing is or isn't.”  He also offered:  “Role Playing at its simplest is putting yourself in someone else's shoes.”  Naturally, Ward took the opportunity to plug various TSR games.  Cook also made an effort to “explain what roleplaying games are all about.”  In his words:  “It's simple – roleplaying games are make-believe.”  He continued, “The rules are supposed to tell you who shot whom and settle arguments and the like.”

The GAMMARAUDERS (Extremely Tiny) Roleplaying System (hereinafter GETRS) version of a Game Master is called the Boss in the first installment, but the Keeper thereafter.

Each Player Character is a bioborg handler with five abilities.
Abilities are the things that tell you what your Character is like.  Each ability is rated 1 to 6.  A 1 means you're just not very good in that area.  A 6 makes you about the best there is with that ability.
Science – “your understanding of things – well, scientific.”
Style – “your ability to make an impression on others, the way you want it to be made.”
Rumble – “your skill in a fight.”
Bod – “your muscles and size”
Control – “your ability to keep your cool commanding your bioborg in the heat of action.”

Roll 1d6 (ignoring rolls of 6) for each of five ability scores, assigning those scores as desired.

Each player chooses a Complex for his or her Character:
It can be anything you want.  Perhaps he can't abide the color red.  Maybe she is touchy about her height.  He can even loathe his own bioborg, forever envious of the fine creatures other handlers have.  Choose something you can have fun with.
Roll 1d6 to determine the severity of the Complex.  Finally, “Decide all the other stuff, like appearance, dress, accent, and anything else that seems interesting.”  (A handler's name and gender are decided upon before any other step.)

Player Characters “are assigned bioborgs according to the whim of the Keeper...”  Similar to abilities, bioborgs have “numerical stats.”

Bod – “measure of size and fighting ability.”  (Roll 1d6 and multiply by 10)
Brains – “general smarts of the bioborg...(roll 1 die and divide the result by 2, rounding fractions up).”
Control – “the bioborg's willpower to ignore the orders of its handler and even make him do things he doesn't want.”  (Roll 1d6)
Armament – the number of weapons the bioborg can have at one time.  (Bod / 10)
Power – “the number of pods the bioborg can eat without becoming seriously ill.  Pods are the all-important fuel source for the bioborg's weapons (and 'most everything else).”  (Roll 2d6)

Bioborgs also have Complexes.  “These are secretly decided by the Keeper.”

The Gamma Age is populated by “factoids” that look like CRT terminals with robotic feet.
They answer every question – completely and literally.  Never, never ask a factoid what's new.  It will follow you for the rest of your existence, displaying every new thing on its screen.  Attempts to find out where they come from have proven equally futile.  It is quite possible that factoids know everything in the universe.  The problem is finding the right questions to ask.
In game terms, “A factoid will be able to answer any question on a die roll of 1 - 5.”

GERTS uses “the scientific principle known as Fistsfulls of Dice.”  When a character “tries to do something difficult,” roll a number of dice equal to the appropriate ability.  If the result of at least one of the dice equals the ability score, the character succeeds.  Easier tasks increase the number of dice to be rolled; harder tasks reduce the number of dice.

With regard to fighting, “You can do just about anything reasonable (and some things unreasonable).”  However, “You can only do one basic thing (shoot, run, shoot and run, etc.) in a turn.”  Initiative is determined by rolling against Control.
The person who makes the most successful rolls (i.e. rolls his Control score) goes first and so on until everyone has a chance to act.  If no one rolls his score, the person who rolled the most dice goes first and so on.  If it is a tie, those characters do everything all at once.
A weapon inflicts damage according to the results of a number of dice indicated in the weapon's description.  For instance, a “Handy-Dandy Blaster Pistol” inflicts two dice of damage.
When punching, kicking, or otherwise using your body, you do 1 point of Bod damage for each successful die roll you make.  If your Bod is greater than your Rumble, you add one to this result.
When a character's Bod is reduced to zero, that character is “out of play (until the next Big Scene Change).”  (Cook neglected to discuss the topic of scene changes.)

To determine a handler's running speed (in yards) for any given span of thirty seconds, roll a number of dice equal to the handler's Bod score and multiply by ten.  “Bioborgs use the same method to determine how far they move, but multiply the result by 50.”

Handlers enter into Contracts.  Small Contracts have a value of 1 to 6, “good Contracts are 7 to 12, big Contracts are 13 to 18, and Whoppers are 19 or more.”  The value of a Contract is representative of “its difficulty or length of service.”  A handler must fulfill a contract before he or she can enter into a new Contract.  “The Keeper will have fun negotiating contracts with the players.”

If a handler purchases an item, his or her current Contract value is reduced by the item's cost.  When the value of a handler's Contract is reduced to zero, “he's broke (a common situation).”  (The aforementioned “Handy-Dandy Blaster Pistol” has a cost of 1 while “Laso-Binoculars” cost 2.) 

In GERTS, there are two types of equipment; handlers have Personal Equipment while bioborgs have Fittings.  “Both types of equipment are governed by one basic rule:  You have to make things up.”  Each bioborg Fitting is either a Weapon or Defense.

In creating a Fitting:
Give the item a great name by combining meaningless phrases to make something that sounds really powerful.  Choose one term from each of columns A and B, and combine these with the appropriate Weapon or Defense name.

Weapons are assigned “a number of dice of damage (from to 2 to 12)” and a range “from 0 (hand-to-hand) to 1000 yards.”  A defense “confers complete immunity to one type of weapon” and “reduces the damage done by other attacks by a set number of dice, from 1 to 6.”  Every Fitting has a Pod Use Number ranging from one to three.  Whenever a Fitting is used, roll dice equal to the Pod Use Number.  If the result of any of those dice equals the Pod Use Number, “one pod carried by bioborg has been drained of power.”  The cost of a Fitting “is equal to the number of dice of damage or protection plus one die roll.”

Art by Martin King

Sunday, June 25, 2017

Port o' Call

Art by Liz Danforth

Over a period of fifteen years (1982 - 1997), Flying Buffalo published seven installments of its CityBook line of system-neutral game supplements (or “a GM aid for ALL role-playing systems” as the books themselves state).  All of the books provide details about various urban establishments, including descriptions, maps, non-player characters, and scenario suggestions.  Each book after the first was presented as a themed collection.  For instance, CityBook II – published in 1984 – carries the subtitle Port o' Call and “focuses on places an adventurer is likely to find in the worlds' crossroads: port cities.”  The editors for this second volume were Liz Danforth and Michael Stackpole (or “Liz Dansforth and Micheal Stackpole” as they are credited for “Typoes”).

As demonstrated in a cover graphic (shown below), one of the selling points of the second CityBook is a conrtibution by Dave Arneson.  This is interesting in that the entry – “The Longtooth Lounge” – does not especially conform to the seaside theme the book proclaims.  However, the introduction to the 'Lodging and Entertainment' section jokingly states that “a number of horizon-expanding experiences are available” at the Lounge.


The Lounge offers “liquid refreshment as well as female companionship for its gentlemen clientele.”  Of course, port cities have such establishments, but there is nothing to indicate that the Longtooth Lounge isn't in a landlocked locale.  As the depiction above shows, there is “a large pair of sunken double doors” next to “a three-story tall tower.”  This is more subtle than a train entering a tunnel, but not by much.

As one might expect, the Longtooth Lounge is no ordinary brothel.  There are various aspects that make the Lounge an interesting adventure location – or a sit-com premise.  Foremost among these is Jeanie, “the most popular girl” in the establishment.  She “commands the highest prices and leaves even the most obnoxious customer satisfied.”  We learn, “This is because Jeanie gives the customer exactly what he wants, magically...”  You see, Jeanie is a genie.  Jeanie entered the world's oldest profession when the madame that owns the Longtooth Lounge made an off-hand comment while holding the locket that contains the genie.  Not realizing that the locket was associated with a genie, the madame said, “I wish that the Lounge had someone to help the girls with the guests...”  Nothing about the wish suggests that Jeanie assume the role herself, but assume it she did.  So, the brothel has a working girl who is a genie, but no one realizes she's a genie.  (The Lounge's bouncer may know the truth, but this is not made clear in the description.)  Jeanie, “like all genies, [is] likely to take any requests literally, [and] her power is often wielded rashly...”

Jeanie is also “Somewhat hard of hearing...” and “is surprised 5% of the time.”  Sometimes, Jeanie is 'surprised' by a customer and there is “a 75% probability that the assailant will be turned into something harmless and immobile – generally a plant.”  However, “the plants retain many of their human mental faculties.”  According to page 19, “The trouble with this automatic defense is that it seems to be permanent, and there is no way to restore any of the plants to their complete human form using normal magic.”  Jeanie places these plants in the Lounge's garden where they exist “with a nearly human awareness.”  Among the 'normal' plants in the garden, “there are domesticated triffids and Martian sand traps.”

Although there is nothing to suggest that the Lounge is in a port city, there are a few easy ways such a connection could have been established.  For instance, the tower could have been a former lighthouse or one of the working girls could have been a mermaid.  Due to the disappearance of Jeanie's 'victims', “The local authorities...seem to believe the [Lounge] is some kind of front for a slaving operation.”  The book's Introduction defines some nautical terms, including crimp:  “...someone who drugs and kidnaps lubbers to sell them to a captain who will attempt to turn them into sailors.”  The Longtooth Lounge could easily have had an actual 'crimping' sideline.

Among the other establishments listed in CityBook II, the good ship Golden Princess is described.  It is a contribution from Stephan Peregrine.  Within the seven pages devoted to the ship is the following gem:
     KyztprrThing.  Ht: variable.  Wt: 20 lbs.  Age: adult.  Fighting prowess: fair with what he uses in place of teeth.
     Unknown to virtually everyone aboard the Princess is Kyztprr.  During a violent storm off the accursed Isle of F'Tudd, Kyztprr was wave-tossed onto the ship and washed through a hatchway torn open by the typhoon.  Kyztprr made his way to the bilge where he hid safely, somewhat resembling a ballast stone.  For the most part, he is content to stay there, eating bilge worms and rats.  The diet is affecting his mind, driving him mad.  On nights when the evil stars rise, he has crawled forth in search of something besides rats to sate his hunger . . . .
Also included in the second CityBook is a 'notes' page, reproduced below for your non-commercial edification.  With the artwork and the large CITYBOOK™ NOTES title, not much space is reserved for actual notes. C'est la vie.  Your guess is as good as mine with regard to what that sign is supposed to show.

Art by Liz Danforth

Monday, January 2, 2017

First Fantasy


Tom Moldvay, in the introduction to his edition of Dungeons & Dragons, claims that “the game is most enjoyable when played by a group of four to eight people.”  Yet, with regard to number of players, the first little brown book states:  “At least one referee and from four to fifty players can be handled in any single campaign, but the referee to player ratio should be about 1:20 or thereabouts.”  This significant difference highlights an important distinction between new school and old school.  I have commented previously on this distinction.

Today, our concept of a role-playing game tends to correspond with the Moldvay paradigm – a gamemaster and five players (give or take a couple).  Each player controls a character and those characters comprise a more-or-less cohesive 'party'.  A campaign is focused on the party and is essentially is the 'story' of the party's adventures.

In 1977, Judges Guild published The First Fantasy Campaign, providing details about Dave Arneson's Blackmoor – the campaign from which Dungeons & Dragons developed.  At its height, Blackmoor accommodated dozens of players simultaneously; however, Arneson stated in a 1981 interview (published in the premier issue of Pegasus), “I usually prefer to run adventures with about four or five people.”  An old school campaign encompassed more than a single adventuring party; it was a shared environment.  Occasionally, some player characters would cooperate to loot a dungeon but at any given time, different player characters would be involved in various activities, sometimes at cross purposes.  Other early games, such as En Garde, exemplified this sort of 'shared environment' concept.

Today, we would call it a “sourcebook,” but in those bygone days The First Fantasy Campaign (hereinafter FFC) was considered a “playing aid.”  (The map shown above comes from this publication.)  The book enlightens us about what player characters did in the proto-D&D setting.  Blackmoor was a frontier region, uncivilized and essentially unexplored.  Aside from dungeon expeditions, player characters could explore wilderness areas, construct strongholds, and raise armies.  Dungeons & Dragons provides rules for these activities, but as the editions have progressed, less emphasis has been placed on such things.  Yet Blackmoor characters had even more concerns, not the least of which was spending the voluminous wealth taken from the dungeons.

In the introduction to FFC, Arneson writes, “Character motivation was solved by stating that you did not get Experience Points until the money had been spent on your area of interest.”  FFC details seven “interests.”  Motivation consists of the various scores a character has among these interests; the higher the score, the better the 'exchange rate' of gold-to-experience the character has.  For instance, a character with a SONG score of 70 gets experience equivalent to 70% of the amount of gold pieces spent on that interest.  A character's interest scores are determined based on class and/or dice results.  The seven interests are:

WINE – The character purchases a quantity of “Spirits with a relatively high Alcoholic content.”  The character imbibes “to the limits of his capacity.”  Upon recovery, the character continues to drink.  This process continues until the purchased amount beverages is consumed (or, I suppose, until cirrhosis fatally affects the character).  “Experience gained while drunk does not count but treasure does.”

WOMEN – “The player will immediately proceed to the local establishment and expend all funds desired on Room plus Extras at that place.  Slaves of the appropriate type (left to player) may also be purchased with the funds and utilized to fulfil this classification. These slaves may then be sold at reduced value...”  This is one of the dark spots of Blackmoor.  On page 5 of FFC, we learn that the annual upkeep of a “Red” female slave is 25 to 130 gold pieces; for a “White” female slave, upkeep is 35 to 250 gold pieces.

SONG – At “the local tavern,” the character pays for the exploits of other player characters.  “Damages assessed by the tavern owner count...”

WEALTH – “Merely the stockpiling of Gold, Silver and similar items of value by the player. If these items are stolen, the player loses full value immediately upon discovery and may lose levels as a result.”

FAME – “This is gained by straight combat with creatures and players in the game.”  I suppose the character doesn't actually need to be victorious; however, there must be one or more witnesses to the event.  Experience is not awarded until a celebration takes place at a tavern.  (The cost of the celebration may be paid by someone else.)

RELIGION – “Funds are given to the local Religious denomination...”

HOBBY – “This is a catch-all category left to the Judge to award details on to the players.”  A Magic-User, for example, could have Spell Research as a hobby.  Other possible hobbies include “the devising of better Torture machines, making Gold, the Building of Flying Machines, all up to the Judge to outline and define within the limits of his campaign.”  Other examples are studies of animals, learning written and spoken languages, and “Researching old books to find leads to ancient treasure or magical libraries.”  Arneson notes that a hobby could lead “to additional adventures as players would order special cargos [sic] from off the board and then have to go and guard them so that the cargo would reach their lodging and then the player would get the Experience Points.” (original emphasis)

Tuesday, March 10, 2015

Inspiration: Pentantastar

Map by Erin McKee

In 1983, Dave Arneson's Adventure Games released Pentantastar, “A Fantasy Boardgame of Magic and Strategy.”  It was designed by Dave Megarry (one of the designers of Dungeon!) and his family.  Playtesters included Arneson himself, Richard Snider (Arneson's Adventures in Fantasy collaborator and Powers & Perils designer), Scott Bizar of Fantasy Games Unlimited, and Dave Wesely.

The game is about a conflict between two factions in a fantasy setting.  The factions are not labeled as 'good' or 'evil'.  However, one may infer that the West – ruled by the mysterious Arkhon™ –  is the 'bad' side since it is the aggressor and has trolls.

The game has two aspects:  military and quest.  In the military aspect, counters (called 'pieces') represent armies and other forces.  The combat strength of pieces in conflict are compared.  If the attacker's combined combat strength is equal to or less than the defender's, nothing happens.  If the attacker's strength exceeds the defender's, the defender's pieces retreat or are removed from the game.  There are certain key locations, the East has four and the West has three. A military victory is achieved when one side occupies all key locations of the opposing side.

In the quest aspect, the Eastern operatives (a pair of wizard siblings) vie against the Western operative (a wolf) to collect five 'charms'.  When the charms are assembled, they form the titular Pentantastar™.  A magical victory is achieved when one side brings the Pentantastar to the opposing side's capital.  Each charm activates certain creatures:
  • Liths™ – living rocks
  • Serak™ – “spiked clusters of ice about the size of a man's head and shaped like puffed-out dandelions”
  • Sletta™ – bog creatures
  • Antherb™ – huge vines that are “literally several places at once”
Other strange creatures in the game include:
  • Quila – wyvern-like creatures (I would have called them 'wyverns')
  • Vorts™ – “black, scaly” snakes with lethal poison; they “have heads mantled with a fan of red and silver”
Also present are more traditional fantasy races like elves, dwarves, and giant eagles.

There is a booklet with seven pages of rules and one page with instructions on how to make your very own Pentantastar using paper clips and plastic straws.  There is a separate booklet with seven pages of background fiction and a seven stanza poem/prophecy.

Each side has a deck of cards from which a hand of five cards is drawn every round.  Each card has a military function and a quest function, but only one function can be used when played.  The quest function for each card is represented by a number of 'magic points'.  Every round, both players 'spend' cards for magic points.  The player with more magic points (including those available from certain pieces and from occupying certain spaces) moves the quest operatives.  The military function for a card is either a 'mobilization' (introducing new pieces) or a 'hazard' (inflicting obstacles like storms).  Quest pieces are unaffected by hazards or military actions.

I think I would have designed it so that each charm would not activate special creatures.  Instead, the winner of the magic point bid for the round could cast a spell based upon which charms had been recovered.  For instance, the white charm could prevent some pieces from attacking, the yellow charm could negate a hazard, etc.  Also, I would not have used funky, 'trademarked' creatures; just traditional creatures with which anyone likely to play the game would be familiar.

Anyway, I can easily imagine the questing wizards – Seraphael and Waalibor – and their gypsy friend, Wandelar, as player characters in a campaign against a backdrop of war and intrigue.

Art by Erin McKee

Saturday, April 7, 2012

Unique Dragons



I always thought that dragons should be huge
blusterous things that – each of them – are unique.

                                                                                         – Dave Arneson


As of today, it has been three years since Dave Arneson departed this mortal coil. In remembrance, your humble host would like to expound upon one small aspect of Arneson's legacy. I came across the above quote in D. H. Boggs' Dragons at Dawn (which I recommend) and thought about how Arneson addressed the concept of 'unique dragons' in Adventures in Fantasy (co-authored with Richard Snider). For some time Charlie Warren had been posting about AiF, so I held off discussing that game. However, I don't think Warren touched upon the Book of Creatures and Treasures, about one-fifth of which is devoted to describing Dragons.  (The word 'Dragon' is consistently capitalized in AiF.) On page 1, we are told...

The Dragon is the most puissant, deadly and intelligent of all the creatures of man's mythi.  Of all his attributes, the individuality of the Dragon must be stressed the most.  Each Dragon is individual in its appearance, interests and personality and these features must be simulated to adequately do justice to the species called Dragon.

A Dragon's form is defined by its head, body, and extremities.  Among the six head options are horned camel and hornless crocodile.  A body is typically defined by color and either scales or armor; however, one option, "Armored Scales," leaves us wondering what color is appropriate.  According to the extremities table, most (but not all) Dragons will have wings.  Other possible extremities (with or without wings) include bovine ears and tiger feet.

In terms of age, each Dragon has a grade from 1 to 34; each grade is equivalent to thirty years. Dragons have a Size Grade of 10, 15, 20, or 30. Multiply age grade by Size Grade* to determine size.  A Dragon's hit points equals its size and the lethality of a Dragon's fire breath is based upon its size.  Any given Dragon is either female or male; females are 20% larger.

Adventures in Fantasy possesses a familiar single-axis alignment paradigm; the extremes of lawful and chaotic are separated by neutral. However, at least for Dragons, alignment is quantified. Neutral extends from zero to five; values less than zero correlate with law while values greater than five correlate with chaos. Alignment for Dragons is determined by combining the numeric values associated with the Dragon's Egotism Index, Greed Index, and Personality Traits.


The Egotism Index is, in essence, the likelihood that (and the conditions under which) a Dragon will travel with an adventuring party for the sake of obtaining treasure. Dragons that are more apt to co-operate with adventurers have an Egotism Index that favors law. The Greed Index measures how equitably a Dragon will share (jointly acquired) treasure. Dragons that are not inclined to share have a Greed Index skewed toward chaos.

Each Dragon has three Personality Traits that are determined by rolling on a table. I dislike this table for two reasons. First, the probability distribution is curved; I see no reason why the distribution shouldn't be flat. Second, it is possible to obtain contradictory traits. Below, I provide an example of how these issues could be addressed. There is a flat probability distribution of one through ten. Some listings have opposed traits such as “Kind / Mean.” For these, an additional roll is made; even results indicate the former trait while odd results indicate the latter. Once a given listing is rolled, it is ignored on subsequent rolls for the same Dragon.


With regard to magic, “A sorcerer is but an instrument of a greater force; the Dragon is a force in and of Himself.” However, only about 30% of Dragons are able to use their innate magical ability and even those Dragons “tend to make little use of it.”

The last important 'characteristic' of a Dragon is its Interest(s).  Most Dragons have only one Interest; 3% of Dragons have two Interests and 1% of Dragons have three Interests.  Examples of Interests are magic, histories (of major races), foods, and procreation.  While a Dragon's Interest does not affect its alignment, it certainly influences a Dragon's goals and behavior.  A Dragon's Interest also helps to determine what items (magical or otherwise) that a Dragon has in its treasure hoard.



*  Size Grade is capitalized, age grade is not

Thursday, March 15, 2012

Happy Birthday Dave Wesely!


This is really weird — I'm going back to being the king of Holland.
                                                                                                   -- Dave Wesely


Many readers of this blog know that role-playing games have their origin in the wargaming hobby.  Specifically, Dave Wesely is responsible for the wargame ‘mutation’ (so to speak) which wbecame the progenitor of all RPGs.  As such, Dave Arneson considered Wesely to be the inventor of the role-playing game.  Today is Wesely’s birthday, so your humble host deems it fitting that we look at Wesely’s contributions to our hobby.

Back in the day, Arneson’s parents’ basement served as a weekly gathering place for grognards in and around St. Paul, Minnesota (although the term ‘grognard’ may not have been in vogue at the time).*  It was there that Wesely orchestrated a ‘Napoleonic’ scenario about the fictional Prussian town of Braunstein.  Wesely served as an impartial referee; while not innovative, this concept would become central to RPGs.  Of course, in wargames, players control military forces; however, in Braunstein (as the game came to be called), each player adopted an individual role, not necessarily that of a combatant.  Each role had its own goal, not necessarily a military goal.  With a multitude of goals came a plethora of ways players attempted to accomplish those goals and Wesely had not anticipated the variety of activity upon which players had their characters engage.  It was necessary for Wesely to improvise rules in order to accommodate the players’ intent.  Wesely saw the result as a mess and did not consider his effort to be successful.  However, the players wanted more, so Wesely crafted further Braunsteins.

With the new scenarios, he thought that restricting the activities of characters would make for a better, more controlled game.  Alas, the players preferred the freedom of action (along with the 1:1 player-character ratio).  The fourth Braunstein used a stereotypical banana republic as the setting.  In this game, Arneson focused on playing his role as opposed to playing merely the game.  As such, he helped develop the rich potential inherent in a role-playing game.  When Wesely went to serve in the military, Arneson continued the Braunstein tradition and established a setting based on fantasy literature, but that's another story.

Legend has it that Wesely introduced his Minnesota cohorts to the concept of using platonic solids as atypical dice.  The notion of polyhedral dice was certainly not new, but if not for Wesely such dice may not have not become associated with RPGs.

With regard to other accomplishments in gaming, Wesely designed 'Valley Forge' and is co-designer of the underrated 'Source of the Nile.'  He is also credited with the development of several video games from the early ’80s.

If your humble host produced documentaries, he would be all over this dude like white on rice.  If you know anyone who makes documentaries, please clue them in to Dave Wesely.  The man had a profound (if unintentional) effect on the hobby and his insight is invaluable.  Oh, and be sure to ask him about the time he nearly killed Arneson.

*  Speaking of Arneson’s parents’ basement, that place ought to be listed in the National Register of Historic Places. Seriously, just consider the pop culture and sociological impact of role-playing games, even if only computer RPGs.

Thursday, January 19, 2012

What Happened to the Co-Creator?

Today’s big news is that Wizards of the Coast is reprinting the three core 1st edition Advanced Dungeons & Dragons volumes.  They are “premium versions” with new cover art.  “Available in limited quantities for a short time only, these are sure to be collectible.”

Any person likely to visit this blog will almost certainly be aware of this information before seeing this post.  As such, your humble host did not intend on writing about the announcement of this reprint, but something caught his thoulish eye…


The image above comes from Wizards’ solicitation document.  Please note the phrase “Gary Gygax, creator of Dungeons & Dragons®.”  Readers of this blog may have heard of Dave Arneson, who has consistently been identified as a co-creator of D&D (at least since the settlement of certain litigation, the exact terms of which have not been disclosed).

Arneson did not have the charisma bonuses Gygax had and any ‘cult of personality’ associated with Dave was extremely minor in comparison to that of Gary.  Truly, D&D would not have been a phenomenon were it not for Gygax, but D&D would not exist were it not for Arneson.  Yes, there are Arneson detractors who insist his contributions were overstated or even marginal.  The fact is, Arneson was the first Dungeon Master; he was the visionary, he was the pioneer.  He deserves (and usually receives) recognition and credit.  I’m not suggesting that WotC is in violation of any settlement agreement by making the ‘creator’ reference; this is just a solicitation document and not the rules themselves (and, anyway, I don’t know the terms of the settlement).  However, I am interested in seeing whether Gygax will be listed as the sole author of these books as he was when they were originally published.

If the document said “co-creator of Dungeons & Dragons®” or even “creator of Advanced Dungeons & Dragons®” I wouldn’t have written this rant.  I even accept that Gygax is “the father of roleplaying games.”  However, Arneson is the midwife at the very least.