Wednesday, July 25, 2018
The Fantasy Trip Kickstarter: A Good Deal?
After 35 years, Steve Jackson of Steve Jackson Games has finally re-acquired the rights to The Fantasy Trip, the tactical fantasy combat and light roleplaying game he developed in 1977.
The Fantasy Trip is comprised of a number of game books: Melee, a game of tactical man-to-man combat; Wizard, a game of wizard duels; Advanced Wizard, additional rules for Wizard characters; In the Labyrinth, role-playing and world building rules; Advanced Melee, expanded man-to-man combat rules;and 11 or so setting and pre-programmed adventure books.
The rights to The Fantasy Trip were owned by Howard Thompson, the President of Metagaming, and when Metagaming folded in 1982, Howard demanded an outrageous price from Jackson for the rights to the game, which Jackson refused to pay. Thus, the game ceased to be published or officially supported after 1982.
The game retained a cult following, however, and people continued to play and support it. Dark City Games even developed its own similacrum of The Fantasy Trip, called Legends of the Ancient World, and published numerous additional pre-programmed adventures, including The Dark Vale, which I previously reviewed on this blog.
Jackson recently took advantage of a copyright law that permits a creator to re-aquire the rights to their intellectual property after 35 years.
Steve Jackson Games is currently running a Kickstarter to fund the production and distribution of a revised version of the game.
In considering whether the new Kickstarter for The Fantasy Trip is a good value, I looked at the original price of the various game books, and applied the inflation incurred during the intervening period. The original publication years, price and the inflation based on the US Consumer Price Index are indicated below.
The basic pledge for The Fantasy Trip is $60, and it included, as of the Kickstarter launch, the material from all five of those publications. Using the above amounts, you are paying less, in today's dollars, than the cost to buy the original five game books when they were published back in the day.
Of course, this price is before shipping, but then you also need to factor in the extras that are being provided with this new printing, including dice (not included in the original game), a box to hold the game in, melee character pads, two sheets of mega-hexes, proper indexes in each book, and Tollenkar's Lair, Death Test, and Death Test 2 pre-programmed adventures (which are an additional $10 each of added value). All of those extras add $40 of overall value, and more stretch goals are yet to come.
If you have never played The Fantasy Trip before and are interested in the game, or if you have the gamebooks and want a cleaned up version of the game to play again, you should check out the Kickstarter.
Saturday, November 7, 2015
Fighting Fantasy Kickstarter And Otherworld Digital Miniatures
The new Warlock of Firetop Mountain kickstarter has me intrigued. The video game itself looks like a bit of retro-fun, and is a digital re-imagining of the first Fighting Fantasy choose-your-adventure gamebook.
What really got me excited was the partnership with Otherworld Miniatures. It appears that the video game designers have digitized the amazing line of Otherworld Miniatures and are using them as 3D representations of the characters and monsters in the video game.
I'm a big fan of the Otherworld Miniatures line, and this may be the factor that leads me to back this kickstarter project. I'd love to see a stretch goal where backers could purchase the set of miniatures that were digitized for the video game.
Sunday, April 13, 2014
Little Soldier Games: The Book Of Shamans
Little Solder Games' Book of Shamans, written by Ed Lipsett, and published in 1978, has a bibliography, identifying those books used to research the proposed game abilities of Shamans.
Joseph Campbell's "Hero With a Thousand Faces" and J.G. Frazer's "The Golden Bough" appear among the nine books listed in the bibliography in the Book Of Shamans.
I've always wondered, was The Book Of Shamans also published in digest book format, similar in size to the Book of Sorcery and Book of Demons? My 68-page copy of the Book Of Shamans is printed in the larger, journal format, but this website indicates that it was also published in Digest format.
Anybody have a digest-sized version of the Book Of Shamans?
Friday, March 7, 2014
Darkest Dungeon CRPG: Cosmic Horror
A brief interlude before posting more Magic Realm play-by-plays...
Darkest Dungeon is currently on Kickstarter. I don't normally play computer role-playing games, but Darkest Dungeon reminds me of Diablo, one of my favorite computer games, so I just had to back this one.
Check it out!
Saturday, April 14, 2012
Gygaxian Words Of Wisdom
Dear Lee;
Hello! and our thanks for the two copies of AandE. Brian Blume takes care of SR, and he immediately made off with one copy of your zine, so you can rest assured of the trade arrangement.
It certainly is a good feeling to have so many persons enjoying something one had a hand in creating. I have been a sf and fantasy fan since age 12, a wargame enthusiast since age 10 and began designing and writing about 1965. The games and rules are fairly successful these days, but I have yet to sell a sf or fantasy story, and that will be my next real project -- in a year or so when I have time to rewrite my favorite fantasy novel in hopes of something more than the usual rejection slips.
In case you don't know the history of DandD, it all began with the fantasy rules in CHAINMAIL. Dave A. took those rules and changed them into a prototype of what is now DandD. When I played in his "Blackmoor" campaign I fell in love with the new concept and expanded and changed his 20 or so pages of hand-written "rules" into about 100 ms. pages. Dave's group and ours here in Lake Geneva then began eager and enthusiastic play-testing, and the result was the DandD game in January of 1974. It is an ongoing game, as the GREYHAWK booklet shows, and when Dave hands me the ms. for BLACKMOOR I am sure that there will be more alternatives yet. I have personally worked out enough material lately to do still another supplement, and the heaps of material sent in by fans would certainly fill another -- besides providing a good bit of material for publication in SR. So as long as players desire, TSR will continue to provide more DandD goodies (although my partners bemoan the fact that this tends to deprive the historical end of out operation.)
If you have seen WAR OF THE WIZARDS, you are aware of how imaginative and creative a man Professor M.A.R. Barker is. We have arranged, finally, to publish his masterwork, EMPIRE OF THE PETAL THRONE. Professor Barker has been at work on his fantasy world creation for something like 40 years! It shows in his work. I hardly know where to begin in describing EPT. First, I must liken the whole of the Professor's work to JRRT's (and I understand that Professor Barker has a novel which he hopes to complete soon!). The whole of the game EMPIRE OF THE PETAL THRONE is perfectly thought-out and logically structured. Its form was influenced by DandD (and I am greatly flattered about that) although its author had been testing various other forms prior to the publication of DandD.
I will not describe the world of 'PETAL THRONE, for Professor Barker does that himself, far better than I could hope to, in his game. Suffice it to say tht we have spared no expense to do it justice when TSR publishes it. The box will be about 9" x 12" with a full-color illustration of the city of BeySy on the cover. The Professor is also one heck of an illustrator, and he did that map in a medieval style with building erections, larger-than-life figures of men, and so forth. In addition to a rules book (about the same number of words as DandD, possibly quite a few more) done in two-column, 3 1/2 x 11 size with a plastic ring binding so it will open flat to any section, there will be three full-color, plasticized mapboards (similar to the one found in STAR PROBE). Two are the map of the world, and the other is the city of Jakala. The first two are done with permission, on SPI hex maps, while the latter is done on a slightly smaller hex grid. The unfortunate part is what the whole will cost -- the $20 price range -- but we plan to make the separate parts available so that much cash won't have to be laid out all at once. We expect the work to be available by 15 July.
We also have a wonderful "parlor" version of DandD dungeon adventures coming up fairly soon -- great for when there are only non-addicts to play games with, for the family, or when there is only an hour or two for play. The game is well done, and its components are top-quality, and we expect it to be popular for many reasons -- not the least of which is it will help DandD enthusiasts demonstrate to the uninitiated why they love fantasy games.
I sang through both of the tunes in "Music to Loot Dungeons By". Good show!
There seems to be considerable confusion amongst your contributors -- particularly those who tend to be in a flap about incomplete or unpalatable solutions (to them) of DandD rules/questions/problems. The game is complex and complicated. When it was released, it was by no means in a final (or even polished) form, but were we to sit on it for another few years in order to get it that way? Can a broad fantasy game ever be finished? Of course we could not hold off publication, for it was too much fun to keep from others.
Dave and I disagree on how to handle any number of things, and both of our campaigns differ from the "rules" found in DandD. If the time ever comes when all aspects of fantasy are covered and the vast majority of its players agree on how the game should be played, DandD will have become staid and boring indeed. Sorry, but I don't believe that there is anything desirable in having various campaigns playing similarly to one another. DandD is supposed to offer a challenge to the imagination and to do so in many ways. Perhaps the most important is in regard to what the probabilities of a given situation are. If players know what all of the monster parameters are, what can be expected in a given situation, exactly what will happen to them if they perform thus and so, most of the charm of the game is gone. Frankly, the reason I enjoy playing in Dave Arneson's campaign is that I do not know his treatments of monsters and suchlike, so I must keep thinking and reasoning in order to "survive". Now, for example, if I made a proclamation from on high which suited Mr. Johnstone, it would certainly be quite unacceptable to hundreds or even thousands of other players. My answer is, and has always been, if you don't like the way I do it, change the bloody rules to suit yourself and your players. DandD enthusiasts are far too individualistic and imaginative a bunch to be in agreement, and I certainly refuse to play god for them -- except as a referee in my own campaign where they jolly well better toe the mark. Let us consider the magic-user question.
We allow magic-users to employ the number of spells shown on the table, so a 1st level m-u gets exactly one 1st level spell to use once before he must go back to his books and prepare to use the spell once again -- or a spell once again. To allow unlimited use of the spell is to make the m-u's too powerful. There is a better solution, of course; one I have been aware of since the first. That is to utilize a point system based on the m-u's basic abilities and his or her level. Spell cost is then taken as a function of the spell and the circumstances in which it is cast and possibly how much force is put into the spell. All that would have required a great deal of space and been far more complex to handle, so I opted for the simple solution.
again, as a case in point, Ted Johnstone says I have trouble telling which rules are so completely obvious that he doesn't need to explain them. That, dear friends, is a statement which could only be made by someone who has never authored a set of rules or a game! Many of the rules which are completely obvious to me are totally obscure to others. I can say in complete truthfulness that I have had to explain each and every section of the rules to some players, either in person or by letter.
I desire variance in interpretation and, as long as I am editor of the TSR line and its magazine, I will do my utmost to see that there is as little trend towards standardization as possible. Each campaign should be a "variant", and there is no "official interpretation" from me or anyone else. If a game of "Dungeons and Beavers" suits a group, all I say is more power to them, for every fine referee runs his own variant of DandD anyway.
I recall that I told Bob Sacks that in Greyhawk we do not have existing religions included, for this is a touchy area. We have such groups as "The Church of the Latter Day Great Old Ones," Church of Crom, Scientist", "Brethren of St. Cuthbert of the Cudgle", and so on. Gods sometimes intervene. There are some artifacts and the like which aid clerics. In general, however, clerics are powerful enough without much aid, for they have quite a few advantages and work up very quickly. Fighters are really the ones whom everyone should be irate about, for they have the hardest time of it, if not backed up by other classes or by lots of other fighters or blessed with the most powerful of magic gear.
How does one use gunpowder weapons in the confined spaces of the dungeon? What happens to ears? Blackmoor has some gunpowder usage but the filthy stuff won't work in Greyhawk's world.
By the way, a score of 18 is only the usual top limit for humans in Greyhawk. We have monsters with intelligence scores well over 18, and one player is about to work out a deal which will jump his to not less than 19.
Please inform Ted that I too subscribe to the slogan "DandD is too important to leave to Gary Gygax." Gosh and golly! Whoever said anything else. However, pal, best remember that it is far too good to leave to you or any other individual or little group either! It now belongs to the thousands of players enjoying it worldwide, most of whom will probably never hear of you or your opinions unless you get them into THE STRATEGIC REVIEW. As soon as we can manage it, we intend to have expand SR, publish bimonthly and include a letter column.
Thanks again for sending AandE. It was most enjoyable. Watch out though, that it doesn't start DandD down the road of DIPLOMACY fandom with its constant feuds, bickering, invective, etc. Now tell the fellows to pick on Dave Arneson awhile -- after all he had as much to do with the whole mess as I did!
Regards, E. Gary Gygax
Thursday, January 5, 2012
Tom Moldvay "Gets" Old-School
Published by Avalon Hill back in 1983, Lords Of Creation allowed characters to advance from basic human, all the way up to "lord of creation", beings who possess the power to create, and become lords of, pocket universes of their own.
The Lords Of Creation RPG sold poorly, and the planned fourth and fifth pre-packaged adventures for LOC RPG never saw the light of day, although the first three adventures were released: The Horn Of Roland; The Yeti Sanction; and Omegakron.
The third adventure, Omegakron, is set in the ruins of Akron, Ohio; a gamma-world-like setting, several hundred years after a devastating global nuclear and biological war.
Someone has subtly and maliciously altered history, thus creating this alternative "Omegakron" timeline that threatens to usurp the main timeline. The characters trans-dimensional gate to this alternative timeline, and search the ruins of Akron, seeking to identify the altered time event, so that the alteration can be undone and the main timeline saved.
Here is the first of two Omegakron examples of how Tom Moldvay "gets" old-school:
"I have purposely kept the origin of the Time Adjusters open to the Game Master's imagination. For one thing, I do not want to restrict the Game Master's creativity. Quite a few adventures can be designed around the Time Adjusters and the GM should be free to use his impression of the Time Adjusters, not mine. Secondly, too much explanation often ruins the mystery, and I prefer the Time Adjusters to remain mysterious. Besides, when I asked them, they wouldn't tell me where they came from."
During the Omegakron adventure, the player characters join the security forces of Akros, a bastion of civilization in the surrounding sea of chaos.
Tom Moldvay has this to say about this player-skill test:
"This particular encounter was designed to test the reasoning powers of the PLAYERS (emphasis mine), not the skills or powers of the characters. The bomber is the one person among the suspects who is lying. By comparing the statements, it is possible to deduce logically which person is lying, and which people are telling the truth. If the players can deduce who is lying inside of 5 minutes REAL TIME (emphasis mine) give each of their characters 200 xp. For each minute beyond 5 minutes, deduct 10 xp. The players should know in advance that they are being timed (since "real time" does not usually matter in an adventure)."
Yes, this was an awesome game and still is. I ran it for years and everyone had a lot of fun. I bought the Horn of Roland, and Yeti Sanction, and Omegakron, but never could find the other two adventures, Mines of Voria and Towers of Illium, not sure they ever published them. It was chaotic, but the game system is simple and easy to learn and allows characters to feel like they are really making progress with every adventure as their stats rise. Better, from a game master's point of view it allowed me to send them anyplace I could imagine, favourite book worlds, far flung galaxies, strange new dimensions, the beginning of history, ANYWHERE, and I did:)I sent them to medieval France, to many alternate universes ( like the old Sliders series I enjoyed). I shrunk them down to microscopic size and they hung around in the microverse where they discovered the remains of a dying Lord of Creation and his mad invention. I turned them all into cats for one adventure when they angered one of the Animal Lords (from the Book of Foes). They even helped the lost prince of faerie reclaim his throne, the battle being fought on the streets of New York in the late 1800s. They spent a lot of time in the future too (lots of old Dr Who inspiration here). All in all a thoroughly enjoyable game that I still own. Heck I may see if I can get another game started:) Thanks for sharing your experiences, it brought back a lot of good memories.
Saturday, November 26, 2011
Paizo: Pathfinder RPG Beginner Box
It's the granularity. Like its cousin DnD 4.X, character generation and development is far too detailed, and i'm predisposed to viewing Pathfinder RPG as too much determined by character skills, scores and abilities; too little by player skill and role-playing.
So, given my obvious pre-disposition and therefore lack of interest in this game system, why bother purchasing and reviewing the Pathfinder RPG Beginner Box? Two reasons. First, the shallow one: with certain exceptions, I really like the art of Pathfinder. I am a big fan of Wayne Reynolds, and the stable of other Pathfinder artists seem to maintain the same high standards. Second, I wanted to see if this Beginner Box set would moderate my pre-disposition against the Parthfinder RPG.
The Pathfinder Beginner Box retails for $35, compared to $20 for the DnD 4E Red Box starter set that was published by WOTC roughly a year ago. The Pathfinder box is 9" x 12" x 2.5" deep, and includes a one-page welcome page, a single-page advertisement for Pathfinder RPG and Pathfinder Society, a 64-page Hero's Handbook, four pre-generated characters (corresponding to the four characters pictured on the side of the Beginner Box), four blank character sheets, a 96-page Game Master's Guide, a 24" x 30" fold-out battle mat, a complete set of polyhedral dice, and 90 cardboard monster and character stand-up pawns.
With 64 pages of game material in The Hero's Handbook, Pathfinder goes into far more detail than Red Box regarding character creation. Paizo provides a solo pick-your-path adventure and an example of play in the Hero's Handbook.
The game mechanics suffer from the same malady as 4E: too many rules and too much dice-rolling. On the other hand, the art is amazing, and there's so much of it that it almost becomes a distraction from learning the rules. Paizo has gone all out here, though I couldn't say whether some or all of this art is recycled from other Pathfinder products.
Four pre-generated character sheets are included in the Beginner Box: Ezren, Valeros, Kyra and Merisel. The Beginner Box includes four cardboard standup pawns for those characters, but you can instead buy a set of pre-painted miniatures, which, at $12 for the complete four figure set, has higher production values and is more modestly priced than any pre-painted plastic figures heretofore produced by WOTC.
The 96-page Game Master's Guide delves into areas completely ignored by the equivalent Dungeon Master's Book found in the 4E Red Box. Most startling is significant page count devoted to gamemastering, building your own adventures, environments, magic items and random encounters. Pathfinder is noted for its prolific publishing of pre-scripted adventure path products, so devoting page count in the Game Master's Guide to building your own adventures is laudable. Like the Hero's Handbook, the Game Master's Guide is heavily illustrated: I will hazard to say that every page has some manner of illustration.
The Pathfinder battle mat is superior to the 4E Red Box effort. It feels heavier and is plasticized to stand up to more wear. And the cardboard pawns in the Pathfinder Beginner Box can be slipped into round plastic bases so they stand up. The Red Box equivalent are poker chips with pictures on them.
If you are playing DnD 3.5 or 4.X and looking for something just a little bit different, the Pathfinder RPG Beginner Box may be just your ticket. This is good value for $35. Indeed, the gorgeously illustrated cardboard pawns are almost worth the price of admission alone.
For those that prefer old-school gaming, there is little here to convert you to the dark side. But if you're like me and have more money than sense, or want to support the underdog, you might consider buying the Pathfinder RPG Beginner Box. While i'm unlikely to play Pathfinder, I don't regret this purchase.
Tuesday, May 24, 2011
Tomb of Horrors
Tomb of Horrors is one of those modules that is spectacularly misunderstood by those who never played or ran it, and those who began playing Dungeons and Dragons after the advent of 2nd Edition AD&D.
That the Tomb of Horrors is misunderstood will come as little surprise. The infamy of Tomb of Horrors, along with that module's relative scarcity to the uninitiated (at least prior to the advent of usenets, eBay and other resale markets), means that this module has become surrounded with a mythology not supported by the facts.
Both oblivious and informed role-players regard Tomb of Horrors as a killer dungeon. Absolutely true. But it is a killer dungeon almost entirely bereft of monsters. Tomb of Horrors is a killer dungeon not because of fell beasts, but because players fail to attend to the clues provided via the boxed text and module illustrations.
In the module's introductory paragraphs, Gary Gygax has this to say about the Tomb of Horrors:
"This is a thinking person's module. If your group is a hack and slay gathering, they will be unhappy! It is this writer's belief that brainwork is good for all players, and they will certainly benefit from playing this module, for individual levels of skill will be improved by reasoning and experience. If you regularly pose problems to be solved by brains and not brawn, your players will find this module immediately to their liking."
The uninitiated often assume that only uber-powerful characters, loaded to the rafters with magic weapons, items, spells, and skills, can last for more than a few seconds in, and successfully navigate through, the Tomb of Horrors. The truth is that it is not magic and CHARACTER skill that is needed to complete this module: rather, it is PLAYER skill. You get no perception checks. No daily powers. No pushes, pulls, marks and combat synergies. Just good old-fashioned player cleverness and problem-solving.
You can potentially complete the Tomb of Horrors without once engaging in combat, if you are careful and observant. Even the ultimate encounter with the Demi-Lich, Acererak, can be completed without a single spell thrown or weapon unslung:
"All that remains of Acererak are the dust of his bones and his skull resting in the far recesses of the [treasure] vault. If the treasure of the crypt is touched, the dust swirls into the air and forms a man-like shape. If the shape is ignored, it will dissipate in three rounds, for it can only advance and threaten, not harm....[however] if any character is so foolish as to touch the skull of the demi-lich, a terrible thing occurs..."
There is no need to kill the end boss guy in the Tomb of Horrors. In fact, if you choose to engage the skull of Acererak, you are more likely that not to be on the grinning-skull end of a Total Party Kill.
To defend the artificial nature of modern D&D mechanics and adventures, some have argued that the Tomb of Horrors is equally artificial, as the Tomb exists merely to be looted, just as modern adventures exist merely to award accolades and experience for monsters killed, quests completed, and synergies optimized. To argue thusly is to completely misunderstand what original and early versions of Dungeons and Dragons is about. Original Dungeons and Dragons was designed to allow players to emulate the sword & sorcery fiction genre, without a script. There is no predetermined plot in the Tomb of Horrors; no story; no lofty goals. Only those created at the game table by free agents (players and DM alike), rather than ones foisted upon the participants by the adventure's author.
As for the metagame argument that Tomb of Horrors exists for the sole purpose of being looted, that is also true. In early versions of Dungeons and Dragons, experience is earned primarily through the recovery of treasure. Just like the characters in sword & sorcery literature, those characters are no heroes: they are mercenaries and grave-robbers. Their motivation for entering the Tomb of Horrors is wholly transparent. They are looking for loot, and have heard that it can be found in Acererak's Tomb.
Monday, November 22, 2010
Eye Contact Is Important
If you are looking at something other than their eyes (i'm referring here to the boxed text, folks) you're probably missing some important information.
Boxed text has always been a bugaboo of mine: I don't like when it is read to me. First, I can read it faster that you can say it, so just hand me the text and i'll read the damn thing myself. Second, the delivery is often mediocre, so I tend to tune out while it's being read. Third, boxed text sometimes delivers information that is superfluous to the encounter, so you just wasted my time and yours. Fourth, the reading of prepared text seems artificial and therefore interferes with player immersion.
I disagree with those who think that information about the environment must be pried from the DM. The DM acts as your eyes, ears, and rest of your senses. Therefore, when the players first enter an important area, any information that is easily noted (particularly if it is relevant to the area or encounter) should be immediately and clearly revealed. Again, eye contact is important here: the players will give you non-verbal feedback as to which parts of your delivery were processed and which parts were not. I'm never shy to repeat something, if I don't think the players processed that information, the first time around.
It is trite to say that people only hear 20% of what they are told. This axiom applies when a great deal of (or very complicated) information is supplied. That is, the more information you communicate, in a continuous stream, the more difficult it is for the receiver to keep all of that information in the forefront of their mind, and sort out the extraneous from the important. That's another reason why I dislike boxed text. The players sit there, passively, while the DM reads, and reads, and reads, and reads. Without eye contact, you can't tell when the players are beginning to tune you out.
When drawing dungeons, outdoor environments and other adventure locations, my preference is to include little bits of one or two-word reference text, and small icons representing certain features, on the map. This allows me to quickly confirm critical details, so as to spend as little time as possible looking down at my papers, and as much time as possible looking at the players. That way, I can easily assess whether I have successfully communicated the environment, and anticipate what additional information is needed to help the players navigate the adventure.
Saturday, October 30, 2010
Diablo: Claustrophobia And Fear
I was on hiatus from Dungeons and Dragons during the 1990's, so I was only vaguely aware of the TSR death-spiral, ascent of Magic: the Gathering, and eventual sale of TSR to Wizards of the Coast.
Most of my game-time was filled with computer games, my favorite being the original Diablo, released sometime around 1997.
This game scared the crap out of me. I seem to recall that the backstory was revealed intermittently throughout the game, and so for me it was a game of discovery, albeit a rather bloody, monster-laden one. I loved that there were dark shadows around the edges of the screen, and that the music instilled a sense of dread, horror and foreboding. The game-play was very claustrophobia-inducing.
I never got into Diablo II. Some of the mystery of the original Diablo was lost. It may have been the different music, or the fact that you knew what to expect, having played the original Diablo, but Diablo II didn't give me the pulse-pounding experience of fear that I got from the original game.
How does Diablo relate to old-school gaming? Like Diablo, part of the fun of role-playing games is not knowing what is going on, having incomplete information, not knowing if the monster is killable or not, and not knowing whether or not you will survive.
Wednesday, October 27, 2010
Red Box Calgary - Inspirational Art
One suggested setting for that upcoming B/X campaign are the dank and horror-filled catacombs, crypts and tunnels beneath an ancient, sprawling and corrupt city. This setting possesses a certain appeal to me, as I am currently reading several of Jack Vance's The Dying Earth novels, and that setting reminds me of Kaiin, a crumbling city, whose abandoned outskirts and underground tunnels hold mysteries and danger. The idea behind the campaign is that the DM duties will rotate amongst the participants. If the other participants were up for it, that would allow each of them to develop their own portions of a shared world, and link them all together in a more-or-less coherent framework.
Another option is to create a Caves Of Chaos styled campaign, where each DM takes one of the cave entrances in a box canyon or valley, and develops it, allowing for later linkages between the complexes. The above art is inspiration for the later suggestion. The art is by Michael Komark, and is from the D&D 3.5 Players Handbook II.
Monday, August 23, 2010
LotFP Weird Fantasy RPG: Rules Review
Sunday, August 15, 2010
Lamentations Of The Flame Princess: Weird Fantasy Role-Playing
The addition of a Tutorial booklet is an interesting feature of Weird RPG. It assumes that the game will be marketed to and purchased by those unfamiliar with, or uninitiated into, the world of paper and pencil role playing games. I applaud James' optimism, and hope that Weird RPG does indeed attract new players to the traditional PnP RPG hobby. But this Tutorial booklet is also valuable to those of us who are already well-acquainted with RPGs, as it provides some interesting insight into how James sees the role-playing game process occurring.
Another pleasant surprise: James' version of Appendix N, entitled "recommended reading." Among those appearing on James' list of recommended authors are Clive Barker, Robert E. Howard, Fritz Leiber, H.P. Lovecraft, Edgar Allan Poe, Clark Ashton Smith, J.R.R. Tolkien, Jack Vance, Jules Verne, and H.G. Wells. Each author receives a detailed biography by a guest biographer.
I can honestly say that this is the closest anyone has come to publishing my dream old-school boxed set. Once I have a chance to delve deeper into the Weird RPG booklets and supplementary material, I will provide some additional comments.
Wednesday, March 31, 2010
Why OSR At All?
I don't usually visit the the various gaming forums (as examples, the above, along with the Knights & Knaves Alehouse and Dragonsfoot) as i'm not really looking to debate the merits of various game systems: I started my blog to write about what interests me, and i'm thrilled (and consider it a bonus) when visitors share their comments. My visit to theRPGSite was prompted by a post on RPG Blog II, responding to criticisms of old-school gaming, old-school bloggers, and the explosion of old-school blog-sites in general. I have certain theories about the real motivation behind those criticisms, which I may end up sharing if it seems worthwhile.
In answering the above question, one of the commenters, Kyle Aaron, provided the following response, which I thought sufficiently succinct to warrant repeating here.
I dunno about being a member of any [Old School] movement, that's a bit pretentious.
All I know is, what I like and dislike. I like simple systems, short cheap books with black and white art, rules and setting descriptions, and useful example characters. And charts.
I like simple systems because most players are too lazy to learn complex systems, and it gets tedious when I as GM have to explain it to them during a game session. I like simple systems because when there aren't rules for everything you get to use your imagination, I hate it when you're in a game session and you say, "I do X," and the GM says, "ah, there's a rule for that... your skill... that's -3, and..." and half an hour later you roll and fail.
I like short cheap books with black and white art, I don't like big expensive chunky glossy magazine-style books.
I like rules and setting descriptions, I don't like flavour fic.
I like example characters the players could have in their first session, not example characters that can't be built within the rules and are just Mary Sues for one of the game writers.
I like charts which give us things to inspire character creation or setting events, so the dice can help our creativity.
And I like snacks. Snacks are important. Some call this Old School. I call it "what I like."
Saturday, March 20, 2010
Old-School Gaming: Player vs. Character Skill
I have been giving this matter more thought, as a result of my recent purchase of Dragon Age RPG. On the back cover of the Dragon Age RPG boxed set (for levels 1-5), they make the following, bold pronouncement:
"Welcome to Dragon Age, a roleplaying game of dark fantasy adventure for 2-6 players, age 14 and up ... This is old-school roleplaying, where the story is YOURS to create and the action is driven by YOUR imagination.”
Sometime over the next several days, I will try to share my thoughts on whether Dragon Age RPG delivers on its promise of old-school roleplaying. For now, I want to make a few comments about player vs. character skill.
Many will agree that reliance on Player Skill for problem-resolution is a defining feature of old-school play. By ‘Player Skill’ I mean that the players provide a description of the action they are taking, the method of problem-solving they are using, or they actually roleplay the encounter, and the referee bases the results on how convincing the player’s description was. Sometimes the referee will make an on-the-spot determination that the attempt succeeded, and other times, a probability of success will be estimated and the player will roll to see if they succeeded.
‘Character Skill’, on the other hand, almost always revolves around the rolling of dice, and comparing the result of that dice-roll to a target number related to a specific skill, which is often written on the character sheet.
It can be argued that, even in its earliest iterations, Dungeons and Dragons included Character Skills. For example, opening doors, finding secret doors and listening at doors were three Character Skills, all based on dice-rolls. But before someone grabs that bit of ephemera to demonstrate that D&D has always been a character-skill based system, it should be understood that those skills were universal: any character could attempt any of those actions. When I think of ‘Character Skill’ systems, they have the added feature of specialization: a character can only attempt an action if they have the related skill (some character-skill based RPGs allow you to attempt an unskilled action, but all of those systems still anticipate that a dice-roll will be made to determine your success).
One of the criticisms of old-school play, and particularly in its reliance on Player Skill, is that it disadvantages those who are not ‘quick on their feet’, are unconvincing speakers, or are shy, and that Player Skill is susceptible to referee fiat. Those criticisms are justified, to the extent that, in the past, there were some mediocre referees who were unable to perform their roles as independent arbiters. Among other benefits, Character Skill systems were seen as the panacea to bad DMing: those systems took power out of the hands of those bad DMs, and allowed the players to roll dice to see if they succeeded, rather than having to describe their actions or roleplay an encounter, and depend on the judgment of the referee to determine their success.
And thus was born the comparison between “roll-playing” and “role-playing”.
My preferences clearly lean towards Player Skill, but I understand why some are uncomfortable with that style of play: some have had bad experiences with arbitrary or capricious DMs; others enjoy designing characters as much as they enjoy playing the game; some find comfort and meaning in system-mastery that accompanies many character skill systems; still others prefer the additional certainty that character skill-based systems provide. I’m sure there are many other reasons to prefer character skill-based systems.
I prefer Player Skill systems, because they seem to provide the most opportunity for immersive role-playing. But that is scary for many people (including me) because it requires a measure of vulnerability that can be quite uncomfortable.
As much as I prefer Player Skill, though, one of the problems with Player Skill is its lack of applicability to one significant part of fantasy roleplaying games: combat.
To my knowledge, there has never been any thorough attempt to create a combat system based on Player Skill. I’m not a poker player, so i’m speaking through my hat here, but I imagine a good Player Skill combat system would be a bit like playing poker – knowledge of your opponent’s strengths and weaknesses, mannerisms and tell-tale clues would translate into your improved ability to defeat them in combat.
There is a measure of player skill currently involved in D&D combat. For example, knowing to use blunt weapons against skeletons, silver weapons against vampires and werewolves, or magical weapons against other creatures. But much of that seeming player skill is really system-mastery, not player deduction. I would love to use a combat system that employs Player Skill, in a meaningful way, to determine success in battle.
Tuesday, March 9, 2010
Review: Spellcraft and Swordplay
Few old-schoolers are brave (or foolhardy) enough to try their hand at parsing and restating Chainmail. There are good reasons to avoid that morass. Chainmail includes at least three confusing, competing and irreconcilable matrices for resolving battles: one for mass combat, another for man-to-man combat, and a third for fantastic combat. Chainmail includes contradictory and poorly-written rules. It's mass-combat morale system is needlessly complicated. It even fails to properly define the six major classes of mass-combatants.
I give kudos, then, to Mr. Vey, for attempting the near-impossible. He tries to rescue much of the essence of Chainmail's man-to-man combat system, by bolting it onto a customized D&D-esque role-playing game rule-set.
In addition, Mr. Vey published one iteration of his re-imagined game in a three-booklet format, with rules collected in separate Character, Combat and Creatures booklets. I don't know whether that three-booklet version is still available, but it is a format to my liking, as I prefer to keep the rules, for the moving parts, out of the hands of the players.
While rescuing those Chainmail rules, for employment in his rule-set, Mr. Vey has also chosen to stray somewhat from the original Dungeons and Dragons canon. That choice may have been made, simply to meet certain requirements of the OGL. Changes may also have been made to "improve" or address deficiencies of the original D&D rules. Had I been advising Mr. Vey, I might have suggested keeping a tight rein on any changes, other than for OGL reasons, and adding those as optional rules to the game.
The material in the S&S booklet on Characters approximates the rules found in other D&D rule-books. You have your standard 6 abilities. The four standard classes (F,M,T,C) are there. Hit points are generated by d6 dice-rolls, with pips added to, or subtracted from, your hit-points, based on the character's class. You also have the four standard races.
However, some of the S&S character rules differ, often in unusual ways. For example, Greyhawk's ‘exceptional strength for Fighters’ rule has been included, but exceptional strength is generated by adding a d6-1 roll to any strength of 18. A ‘weapon mastery for Fighters’ rule has also been added, as a standard rule. Magic user spells are acquired by rolling a d3 and adding that number of spells to your repertoire, at even-numbered levels. And the Clerical power to turn undead is limited to once per day, with the undead making morale checks, rather that the Cleric employing the Undead turning table, found in the original D&D rules.
On the other hand, spell-casting rules, from the original Chainmail game, have made their way into the S&S Character booklet. A prime example of this is the spell-success table: as in Chainmail, any time a magic-user casts a spell, she must roll to see if the spell goes into effect immediately, is delayed by one round, or fails utterly. An appropriate nod to Chainmail.
Another Chainmail (and original D&D) rule appearing in S&S: multiple attacks for player characters. Each character has a number of attacks, closely associated with her level. For example, in both S&S and original D&D, they treat a 2nd level Fighter as two regular combatants, for purposes of attacking, using the Chainmail mass-combat table, and both also provide a +1 bonus to her rolls.
Moving on to the S&S Combat booklet, it employs, whole-cloth, the Chainmail man-to-man combat tables. In doing so, Mr. Vey has chosen to ignore the other two (competing) Chainmail combat matrices – the mass-combat and fantastic combat tables. I am sympathetic to that choice, to the extent that the three tables are largely irreconcilable. For example, on the Chainmail mass-combat table, an armored footman has a 16% chance of wounding another armored footman. Now have those same two armored footman (wearing Platemail and wielding morningstars) face off, using the man-to-man combat tables. Suddenly their chances of wounding have increased to 42%.
Similarly, exclusive employment of the man-to-man combat tables allows S&S to avoid the Chainmail ‘fantastic combat’ tables, which preclude Fighters, below 3rd level, from wounding any fantastic creature. Employing the man-to-man combat table, instead, allows 1st and 2nd level players to wound such fantastic monsters as Ogres, Giant insects and Cockatrices. In dispensing with the fantastic combat table, S&S uses a negative modifier to attack rolls instead, to make some fantastic creatures more difficult to hit.
Though I understand the decision to employ only the man-to-man combat table, I think Mr. Vey missed an opportunity to try his hand at reconciling those three combat tables (as impossible as that might appear).
As for the other combat features of S&S, there are several house-rules and modern approaches that have made their way into this rule-set: (limited) exploding dice on critical hits; two dice (use the highest) for two-handed weapon damage; individual initiative. Nothing terribly objectionable here, and some of it is embraced in many house-ruled old-school D&D campaigns. But those could have been added as optional rules, thus maintaining the S&S rules as a Chainmail/OD&D amalgam while still providing optional rules for those who wished to try them out.
S&S also dispenses with the gp = xp rule. Another unusual choice, given the source material, though not too surprising, given that Mr. Vey opines: “the vast majority of fantasy gaming resolves around battles. Swords flashing. Spells blazing, killing things and taking their stuff. That’s what this type of play is geared towards.” Experience is instead doled out for killing monsters, overcoming challenges, and good role-play. Not insignificant achievements, but not entirely in keeping with the exploration and treasure-hunting goals of original D&D.
There are many other features of Chainmail that made their way into S&S. Their inclusion makes this an interesting rule-set to use, for those who would like to see how the game would have played, had Chainmail been a greater influence on the development of D&D. If that is something that interests you, check out Spellcraft and Swordplay.
Monday, March 8, 2010
Replacing Hit Points With Wounds
Saturday, March 6, 2010
Chainmail Cavalry Combat
Friday, March 5, 2010
Ignorant Players
This post is about one of my assumed tenets of old-school play, one that has gotten short shrift in the blogoverse: players should be largely ignorant of the physics of the game world. That is to say, they should have only the information they need to properly interact with the world.
For example, Players do not need to know that a falling body accelerates at a speed of 9.81 m/s2. They don't even need to know that falling damage in my game world is a flat 1d6 for every 10' fallen. All they need to know is that if they fall a distance of 10' or more, they will be injured, and the farther they fall, the more damage they will take. If the players begin with first-level characters, I should tell them that a fall of even 10' is likely fatal.
I consider this tenet of old-school play to be applicable to magical physics as well: the effect and potency of new magic is best revealed "in play", rather than at the moment the player obtains a new magic item or spell. For example, the bonus of a +1 sword should be revealed only when the character first uses it in combat. Similarly, the full impact of a "new" magic spell should only be revealed the first time it is used.
Some old-school DMs like to provide information about their assumed physics to the players. This is particularly true when it comes to magic items and spells. That magic spells appear in every Players Manual makes it difficult to manage this particular tenet and avoid player knowledge of the effects of those spells. I also appreciate that there is a certain convenience in a more forthcoming approach, as you can then assign the players the responsibility to manage the in-game effects of those physics, rather than having those duties fall on the shoulders of the DM.
I titled this post "Ignorant Players." Part of the fun of being a player is in facing the unknown -- being ignorant of the larger world in which you adventure. Being ignorant is fun, because there is great satisfaction in ferreting-out the secret machinations of your antagonists, discovering the secret passage to the treasure trove, facing and defeating unfamiliar foes, and solving the riddle above the entrance to the Dwarven mine.
That which is freely given is often unappreciated.
I sign off with a little piece of wisdom from the 1983 Mentzer Dungeon Master's Rulebook.
"For now, if you only wish to play and not run games, then -- DO NOT READ THIS (DUNGEON MASTERS) BOOKLET. This booklet contains information for the Dungeon Master. You will have less fun playing if you learn the information ahead of time! A big part of the game is the mystery and excitement that comes from not knowing all the answers."
Sunday, February 14, 2010
B/X Dungeons And Dragons Character
The B/X campaign is scheduled to kick off on Sunday, February 28, at 11 a.m. at The Sentry Box, the largest and oldest FLGS in Calgary. On the Calgary Red Box site, several of us have been talking about exploring that most venerable and beloved old-school adventure site, B2, Keep On The Borderlands. There are currently four participants, but i'm sure Pat would be pleased to have even more players around the table: low-level D&D adventures are dangerous and fatal, and there is strength in numbers, both for combat, and in bluffing the monsters into giving you their treasure in exchange for their lives. Visit the Calgary Red Box site and/or visit Pat's blog, Ode To Black Dougal, if you want to get back into old-school gaming or are interested in seeing what all the fuss is about!
I rolled up a Magic-user, and called him Castor Brandlestix. Above is the character sheet that I used to record the information. Character creation took me about seven minutes, between rolling up his stats, buying his equipment, and picking his spell. Now i'm ready for adventure!
I am going to roll up three men-at-arms as well, and bring them to the game. That way, if my character falls in combat, I will have several replacement characters to choose from!
Edit - here is one of the three men-at-arms that I created: Brother Maynard, a Cleric. The other two, Bors and Ironside, are fighting-men.