Showing posts with label Steve Jackson Games. Show all posts
Showing posts with label Steve Jackson Games. Show all posts

Sunday, August 19, 2018

Dragons of Underearth

Art by Denis Loubet

The Fantasy Trip Kickstarter is in its final days.  For those of you who don't know, The Fantasy Trip is...well, let's let designer Steve Jackson (US) explain (from Heroic Worlds):
          The Fantasy Trip, or TFT for short, came into being in 1977, when I designed Melee for Metagaming.  Melee was intended to be a (relatively) realistic, but super-quick game, useable either as a combat system for fantasy RPGs or as a stand-alone game.  It used only two statistics: Strength and Dexterity.  Combats were quick and bloody, until you got about a dozen on each side; then they became slow and bloody.  But it was a simple and very playable system.
          While Melee was being designed, I toyed with a few spells, but did not include them in the final version.  However, by popular demand, they grew into a companion game, WizardWizard was actually the same game with one more stat (IQ) thrown in and magic rules instead of weapon combat.  Therefore, the two packages were totally compatible; a wizard could fight with, or against, a warrior.  These were the game's two “character classes.”
          Melee/Wizard became quite popular, due both to simplicity and to the very low cost (originally $2.95 for Melee, $3.95 for Wizard).  There was a great deal of demand for the “complete” role-playing system.  And, in 1979, after entirely too much time and work, The Fantasy Trip was released.
After TFT was published, Steve Jackson separated from Metagaming.  Jackson went on to establish his own game company.  Metagaming retained the rights to TFT, but Jackson further developed the concepts of TFT in forming the basis for GURPS.  Metagaming went out of business and TFT went out-of-print.  Now, however, Jackson has obtained the rights and is running the aforementioned Kickstarter campaign.

Metagaming published Dragons of Underearth before it closed its doors.  Dragons of Underearth is...well, let's let designer Keith Gross explain (from Interplay #8):
...DRAGONS OF UNDEREARTH has basically the same content as THE FANTASY TRIP in its full ITL [In the Labyrinth], ADVANCED MELEE & ADVANCED WIZARD form; the rules cover essentially all of the same subjects.  However, DRAGONS OF UNDEREARTH is much shorter (about 20 small pages) and much easier to learn and faster-playing.  It is slightly less realistic and leaves out some of the more esoteric weapons, spells, etc.  It does not have all the colorful descriptions and background information that ITL, ADVANCED MELEE, and ADVANCED WIZARD do, but many gamers do not need this.
The front of the box makes the declaration, “Compact Rules For Fantasy Role-Playing.”  The back of the box indicates:
DRAGONS OF UNDEREARTH gives you danger and glory in a complete, fantasy role-playing game where you are the hero.  UNDEREARTH simplifies play, giving you more time for action and surprise.  Included are character creation, magic, monsters and combat (introductory, intermediate & advanced versions for easy learning).  And, you don't need a game master or special dice.
Please note the claim of being “a complete, fantasy role-playing game.”  (The game also refers to itself as “a complete character role-playing system.”)  Yet, neither did Lawrence Schick include it in his Heroic Worlds, nor was it listed in The Adventurer's Handbook.  Perhaps Dragons of Underearth was considered too derivative of The Fantasy Trip.  However, the notion of publishing basic and advanced versions of the same game is hardly novel.

Keith Gross planned something called Conquerors of Underearth as a TFT adventure that would have “Adventurers entering a Goblin fortress and encountering organized military units, and as such often involves 10-20 or more fighters in a battle.” Given the number of participants, a battle in Conquerors could be “very slow and complicated.”  Gross fashioned a simpler version of TFT to make Conquerors more playable.  This simpler version became Dragons of Underearth, a distinct product.  Ironically, Conquerors of Underearth was never published.

Like TFT, players create characters in Dragons of Underearth by allocating points among three attributes:  Strength, Dexterity, and IQ.  Like TFT, IQ establishes how many talents a character may have and the variety of talents from which to choose.  Like TFT, talents such as Animal Handler, Physicker, and Theologian are listed.  Unlike TFT, only combat related talents are explained in Dragons of Underearth.  According to section 6.2, “Other talents are fully explained in the Magic Item Creation section of this module or in CONQUERORS OF UNDEREARTH.”  Also, per section 5.2, “Non-Combat spells are described in CONQUERORS OF UNDEREARTH™.”

If your product lists talents and spells, acknowledges that the talents and spells need description, and refers the reader to a separate product for those descriptions, your product fails to be “complete.”  If that separate product won't ever exist, insult is added to injury.  Ultimately, Dragons of Underearth only incorporates rules that relate to combat.

So, when can we consider a role-playing game to be complete?  Is The Future King complete?  That game does not allow for creation of original characters and there is only one adventure.  While Heroic Worlds does not mention Dragons of Underearth, it does list The Future King as a role-playing game.  Of course,  Heroic Worlds includes solo gamebooks as RPGs.

The rules for Dragons of Underearth are divided into two modules:  Character Generation (©1981) and Combat (©1982).  In addition to the obvious, the Character Generation module includes tables for armor, weapons, and monsters/beasts; rules for experience; and rules for creating original (combat) scenarios.  The Combat module has three tiers of rules:  introductory, intermediate, and advanced.  The introductory sections cover the basics (appropriately enough).  The intermediate sections bring into play ranged combat and (optionally) poison, creatures, and bare-handed attacks.  The advanced sections discuss spells and magic items.  Each tier has three scenarios incorporating the rules from their respective tiers (to facilitate learning).

The third advanced scenario is called 'Battle of the Chasm' in which two forces are positioned on either side of “a two-megahex wide pit.”  Only a narrow bridge crosses the chasm.  The 'Dark Power' force consists of six orc “swordsmen,” four orc archers, two trolls, and a greater demon.  Included among the 'Fellowship' force are two human fighters, a dwarf fighter, an elven archer, a wizard, and four halflings (one of which has a “Ring of Invisibility”).  This makes for an interesting situation; someone should write a book where this is a pivotal scene.  For dramatic tension, maybe the dwarf – no, one of the humans – wants the ring for himself.  Maybe the other human is really a prince or something.  Of course, no one wants to read about a Fellowship; that's too hokey.  They should be called the League of Murderhoboes or the Brotherhood of Death Dealers.

Why 'Dragons' of Underearth?  One dragon is featured in an intermediate scenario.  Perhaps someone at Metagaming hoped that the word 'Dragons' in the title would imply a likeness with Dungeons & Dragons.  Perhaps Metagaming had sitting around some Loubet art featuring a dragon.



Thursday, November 22, 2012

Inspiration: Kung Fu 2100



In a routine raid, the CloneMaster's secret police picked up a prisoner and brought him in for questioning by their master.  They didn't know their captive was a fully trained Terminator, captured only by sleep gas.  As the CloneMaster walks into the room, the prisoner suddenly shatters his handcuffs and explodes into action...
In a comment to a post earlier this month, Ed “Anonymous” Green suggested that I look at Kung Fu 2100 as a possible source of inspration for a role-playing game campaign.  I knew of the game and I found the premise interesting; however, I despaired of ever obtaining a copy.  Well, it turns out that the game originally appeared in The Space Gamer #30 and the Neutral Good people at Steve Jackson Games have made TSG periodicals available for download (for reasonable prices).  Huzzah!  A PDF is not the same as the actual game, but that doesn't matter for our purposes.

With regard to inspiration, it is interesting to note how Kung Fu 2100 came into being.  It seems that the magazine's publishers receive some unsolicited art pieces from Mitch O'Connell, who eventually became the world's best artist, apparently.  One of the drawings depicted a martial arts battle in a laboratory which The Space Gamer used to create a contest.  Participants were to submit original game ideas inspired by the picture.  The winning entry was submitted by B. Dennis Sustare.  This happened in 1980, after Sustare had co-created (along with Scott Robinson) Bunnies & Burrows, but before the publication of Swordbearer.  Aside from being printed in the magazine, Kung Fu 2100 was good enough for Jackson to publish as a stand-alone game.  Denis Loubet was responsible for the art (other than O'Connell's cover) in both magazine and box versions.  While he may not be the world's best artist, Loubet is never a disappointment (to me, at least).

So, in the world of Kung Fu 2100, “cloning” was perfected in 2006.  Such cloning included rapid maturation of the clone as well as the ability to 'program' clones with the memory and experience of pre-existing people.  Cloning was expensive, but the privileged few who could afford it became effectively immortal.  This “caused worldwide social disruption” and, as a result, “much of civilization collapsed.”  Eventually the CloneMasters (as they came to be known) restored order – of an oppressive nature.  The general population was prohibited from using machines and engines; ownership of metal was not allowed.
          By the year 2100, the world was fragmented into individual fiefdoms, each controlled by a CloneMaster from his personal fortress.  Within this citadel was all he needed to grow and program his clones – letting him live forever in luxury.  Attended by guards, servants, and his computer technicians, snug in his haven, a CloneMaster need to give little thought to the Dark Ages beyond his walls.  Any organized revolt would be quickly dealt with by the CloneMaster's own secret police or by the armed forces maintained co-operatively by groups of CloneMasters.
Among the unprivileged, “a secret cult” was formed – the Society of Thanatos – the purpose of which was to bring lasting death to the CloneMasters.  To this end, members were trained from childhood to attain “the human limit in strength, stamina, unarmed combat, and immunity to pain.”  They could do things like punch through metal doors and dodge bullets.  Members of the Society were known as Terminators.  (Kung Fu 2100 was released in 1980, a few years before James Cameron's film would appropriate that word.)  Not all students were completely successful in their training and some were not able to endure “strict Terminator discipline.”  While not as adept as actual Terminators, these drop-outs nonetheless possessed formidable abilities.  Often, they would become Janizaries – guards in the employ of the CloneMasters.  Janizaries were pejoratively known as “Jellies.”

The sub-title of the game is “The Assault on the CloneMaster.”  In the course of the game, Terminators access a CloneMaster fortress in an attempt to kill the resident CloneMaster.  However, the Terminators must also destroy the cloning equipment or else the CloneMaster will survive as a clone.

Terminators eschew the use of weapons, but Jellies frequently employ them.  Otherwise, there are various martial arts abilities that Terminators and Jellies may possess:  Iron Fist, Lightning Foot, Body of Mist, Mountain Heart, and Monkey Soul.  Yes, Monkey Soul.  How awesome is that?  The game handles martial arts combat in an interesting fashion.  For each fight involving Terminators and/or Jellies, opposing players secretly select which abilities their Terminators/Jellies will use in the form of “tactics counters.”  Players alternate playing counters and effects are resolved based on which abilities are played (e.g., Monkey Soul offers total protection against Lightning Foot).  By taking damage, Terminators/Jellies lose abilities; this limits their tactical options in future fights.

In terms of role-playing games, Kung Fu 2100 was adapted as a GURPS scenario, but I think it could serve as the basis of a campaign setting.  Although they engage in cooperative endeavors, in Kung Fu 2100 each CloneMaster has his own fortress.  I can appreciate the need to personally supervise how one's clones are handled, but wouldn't there be CloneMaster families instead of individuals in each fortress?  This would suggest an ever growing CloneMaster population or caste; however, resource limitations would preclude a population beyond a certain size.  (In his first novel, To Live Forever, Jack Vance postulated a similar situation.)  Let's say that the CloneMasters have cooperatively agreed to a maximum number of immortals; a Technicians' Guild ensures that this number is not exceeded.  If all of a CloneMaster's clones and 'memory banks' are destroyed by Terminators (or some other mishap), there is an opening for a new CloneMaster.  This allows for all sorts of Vancian (if not Machiavellian) politics.

Regardless, despite the fortress/fiefdom social structure, there has to be an industry to manufacture and maintain cloning technology as well as other technology mentioned in the game, such as helicopters and sleep gas.  There must also be an educational system to ensure a sufficient number and quality of technicians to operate all of this technology.  In short, there must be population centers to house and cultivate castes that fall between the CloneMasters and the medieval peasants.  Given these considerations, I doubt that it would be effective to rely upon a truly medieval caste of farmers.  Although not to the extent of 'the Dark Ages,' the lower rungs of a CloneMaster civilization could still be severely oppressed and technologically limited so as to justify the Society of Thanatos.  Of course, there would be people – let's call them tribes – who exist in the 'wilderness,' presumably beneath the notice of the CloneMasters.  All in all, Kung Fu 2100 provides bounteous material and speculation for role-playing opportunities.

Got Monkey Soul?