Monday, April 9, 2012
Dungeon Module D2: Shrine of the Kuo-Toa
It's easy to find examples of "bad" Dungeons and Dragons artwork. One has only to look at the D-series of modules to find it. Of course, when I say bad, with quotations, I don't really mean bad. Primitive, yes. Amateurish? Fine. But it is also entirely appropriate, in keeping with the requirements for Dungeons and Dragons art, as separate from Fantasy Art.
Incidentally, some people, big fans of Elmore, Easley and Parkinson, uncritically consider fantasy art (particularly by those three artists) and DnD art to be the same thing. I will return to why they are not in a separate post.
Having reached the end of module D1, Descent into the Depths of the Earth, and avoided or defeated the troglodytes, bugbears, trolls, dark elves, and assorted other adversaries that dwell in a large subterranean cavern, the party pushes on towards the fabled city of the Drow. The party continues to encounter Drow patrols and merchant caravans, along with quintessential DnD monsters like the Rust Monster pictured above.
Several other new (for 1977) monsters appeared in Shrine of the Kuo-Toa. The above Umber Hulk makes his first appearance here in this DnD module.
Above we discover a trio of Ropers, one being put to the torch while another Roper pulls a hapless party-member to his doom. It's interesting to view these illustrations, and in so doing compare them to the artwork that will come in the mid-80's and beyond. It's typical of these early illustrations that the party's survival is often in doubt.
Other than some standard subterranean corridors, we are provided with very few encounter areas in D2. One such encounter area is a river crossing, populated by a single insane Kuo-Toa ferryman. It is possible that this will be the first of several encounters with this Lovecraftian adversary, prior to reaching the Shrine.
It should be obvious that the above artwork is by Trampier, even without his signature appearing upside down at the top of the illustration. It features Tramp's not-atypical conceit of framing the illustration from the persective of the monster, rather than that of the adventuring party. It catches the action at the precise moment of decision and danger, for the madness of the insane Kuo-Toa will be revealed in the manner in which the party reacts to his hail.
Another secondary encounter area features deep gnome miners, foes of the Kuo-Toa, whose reaction and sympathetic gestures towards the party may affect the success of their visit to the Shrine. The deep gnomes have been scouting the Shrine of the Kuo-Toa, and have had several military encounters with these fish-men. The deep gnomes are potentially powerful allies, if the party reacts to them in a fashion appropriate to their motivations.
Finally, we reach the Shrine of the Kuo-Toa. Like the central subterranean cavern adventure location in D1, there is no requirement that the Shrine be cleared of foes. In fact, you could, potentially, bypass this encounter location without participating in a single combat. That is because there is significant underworld traffic through this area, including the traffic of drow patrols and merchant caravans. Although the Drow and the Kuo-Toa hate each other, they have come to an uneasy accommodation, with rare breaches of that truce. Other underworld denizens travel to and past the Shrine, so it is not unusual to find over-worlders in the vicinity.
However, there are clues to be gathered at the Shrine, regarding the intentions of the dark elves, and opportunities for other intelligence-gathering and preparation for what lies beyond, not to mention ample treasure and combat for those who wish to partake in those activities. A smart party will take advantage of their friendship with the deep gnomes, or use subterfuge and cleverness to gain information and treasure here.
Monday, March 5, 2012
Combat Fatigue and the Failure of Gygax
Travolta: That's how Ali took the title from Foreman. He beat him with a rope-a-dope. Don't you remember?
Slater: I don't remember what day of the week it is.
Travolta: Everybody thought Ali's arms had run out. That he's running on empty. But he's just setting Foreman up. He's letting Foreman burn himself out. And then, in the eighth round, here comes Ali; and poor George has nothing left.
-- Broken Arrow, 1996
Dungeons and Dragons does a lousy job of emulating combat fatigue. And i'm not just talking about fourth edition. We're talking every single edition.
It would be tempting to blame Dave Arneson for the failure of DnD to emulate the effects of combat fatigue. After all, he is the author of the hit point concept.
Arneson's hit point concept eventually became DnD's aggregated measure of luck, skill, stamina, concentration, life-blood and endurance. In fact, after all these years, it is still argued that only the last few character or monster hit points actually represent the life-blood of the combatant. For the most part, inflicting hit point damage represents the whittling away of your opponent's stamina, the sapping of his will and skill, and the gradual theft of his luck. In a word: fatigue.
But nowhere in DnD's combat system do the effects of fatigue reveal themselves. A character's combat abilities do not wane as his hit points decrease. A figher's speed and combat prowess are undiminished, despite having suffered a 50%, 75%, or even 90% hit point reduction. And in a perverse twist, 4E actually provides combat bonuses when some players and monsters become "bloodied". If you can imagine, as one becomes "bloodied" (fatigued), combat ability actually improves.
While it is true that Arneson first implemented the concept of hit points in his pre-DnD games, it took Gary Gygax to unthinkingly promulgate their hybrid use, as a combined luck, skill, stamina and endurance measure, when publishing the earliest versions of DnD. And to this day, hit points in all versons of DnD, including 4E, continue to function just as they did in 1974, as a rather ghoulish goulash of combat capability measures.
Gygax should have known better. As an avid reader of pulp fantasy literature, he had myriad sources available to confirm that pulp fantasy role-playing games absolutely require some sort of combat fatigue emulator.
Even something as simple as the loss of a single hit point during each combat round due to exertion would have provided some reminder to the players that fatigue is a serious matter in battle.
My clucking and finger-wagging at Gygax applies equally to those DnD game designers who came after.
You need look no further to see that continued failure, than to study one of the so-called "marvellous innovations" of 4E, the AEDU system. The 4E AEDU system gives each character at-will, encounter, daily, and utility powers, and is a rather uninspired effort at combat fatigue emulation.
It posits that there are certain daily and encounter powers that are so exceptional, and fatiguing, that they can only be attempted once per day or encounter. That AEDU system has been roundly and justifiably derided, as riven by disassociated mechanics. Most importantly, it eliminates an important component of player choice, since it prevents players from re-attempting a daily power, accompanied by some equally significant sacrifice elsewhere.
There's really no justification for the absence of combat fatigue emulation as a feature of DnD combat. That few, if any, have recognized and rued its absence is the real tragedy.
Sunday, March 4, 2012
Jim Roslof And The DSG
I was recently pointed to the blog of Bruce Heard, which got me to thinking about the 1986 ADnD Dungeoneer's Survival Guide and the art of Jim Roslof.
Jim Roslof illustrated about a quarter of the 33-odd illustrations in the DSG. In my mind, his art offerings provided the real snap to this late 1st Edition ADnD guidebook.
It's not surprising that the Drow should make an appearance in the illustrations of the DSG, considering that they are most famous of the underdark menaces.
The risk of becoming lost while dungeon-delving was an important feature of old-school DnD. Mapping is one of those activities that is eschewed by players of recent versions of DnD, as it is not "fun."
I'm ambivalent towards the inclusion of skills in DnD. I understand the benefits, as it regularizes and legitimizes certain in-game activites. My issue with climbing, blacksmithing and other skills is that it resulted in dice taking the place of description. Once skills had associated proficiency levels, players picked up the dice rather than engaging in dialogue with the DM.
There are a lot of later DnD players that grew up with the art of Elmore, Easley and Parkinson. Those three artists introduced a more posed and heroic style to the art of DnD. The early DnD artists, like Roslof, seemed to understand the sensibilities and gaming styles of the first generation of gamers. In particular, that the game was about the mundane activities, like lowering the party into the dungeon. Roslof and others were still able to include a feeling of risk and danger in those illustrations.
Roslof was not the only artist involved in the DSG. Jeff Easley, Doug Chaffee, Greg Harper and David Sutherland also provided illustrations.
While I really like Easley's black and white art, when did DnD become about hot, scantily clad wenches?
Doug Chafee's artwork in the DSG, like the mushroom infested cavern, above, focussed equally on the adventurer's and the underworld environments.
Greg Harper displays a much heavier hand when it comes to his illustrations. I do like this piece, above, of a party fleeing from some demon-spawn. Still, the adventurers are more heroic than the ones we see in the artwork of old-school artists like Trampier, Otus or Holloway.
This uncredited David Sutherland piece is reminiscent of the aventuring tableaus found in the ADnD Dungeon Masters Guide appendices. It seems by 1986, DCS had been relegated to cartography and diagrams, and was no longer the go-to guy for depicting adventurers in historical armor.
Saturday, January 14, 2012
Melee And Magic Realm Counters
And most importantly? Counters. Lots and lots of counters.
Magic Realm is notorious for its fiddly bits and long set-up times. You can easily spend 45 minutes to an hour setting up Magic Realm. That may not seem like a long time, for those of you who enjoy spending hours, as they say in the modern D&D parlance, "building your character", but it does become a barrier to casual gameplay, when other boardgame setups take only minutes.
But those other boardgames don't have cool counters like Magic Realm does. And since i'm also a big fan of Melee and other chit-and-hex microgames, I really dig counters with artwork.
Here are a few Melee counters, juxtaposed with some comparable Magic Realm counters. Metagaming missed the boat with their counters, as they could have easily printed some of the monster and npc stats on the counters included with their various death test adventures.
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.
Sunday, January 1, 2012
Magic Realm: Taking Actions In 2012
For those of you who cannot find a tabletop version of Magic Realm, the free, electronic java implementation, called Realmspeak, is available here.
One of Magic Realm's unique features is the use of action chits to govern what tasks each of the 16 unique characters can perform.
"Characters move, fight, cast spells and perform other tasks in Magic Realm utilizing their action chits. Below are the Black Knight's move and fight action chits.
Depending on the character you play, some action chits will also have one or more effort stars (* or **), limiting their use, or forcing you to suffer fatigue (rather than wounds) as you overstrain yourself by playing action chits with effort stars.
Playing a combination of action chits that, between them, includes a total of two effort stars, results in one of your twelve action chits becoming fatigued, and therefore taken out of play until your character rests.
For example, to wear heavy armour, you need to play a heavy move chit, otherwise you won't be able to wear it. Easy, isn't it?
The best way to learn Magic Realm is have someone teach it to you. I have yet to find somebody who finds the game too complicated when taught to them, because it actually plays very fluidly and logically.
Yes, if you include all advanced and optional rules, you will have a lot to read, but the full game also simulates an absolutely complete and logical fantasy world: seasons; days and nights; weather; warring factions of natives that act realistically, buy and sell items, can be hired, and move around;
In short, the world of Magic Realm really lives, in the best sense of the word, with a flawless internal logic to it that is far more realistic than the event-card driven games of the "Talisman" school, but can still surprise you at any moment.
In addition, each of the 16 available characters not only has a completely different set of movement, magic and battle chits, but also has 2 special abilities, which makes each character totally unique and forces players to develop different strategies for each of them."
Monday, April 4, 2011
The Endless Stair And Player Choice
What is great about Keep On The Borderlands is that it allows players to select the level of challenge they are willing to face.
Among the rumors provided in Keep On The Borderlands is that the deeper you go within the Caves of Chaos box canyon, the more dangerous the denizens. A cave mouth closer to the canyon entrance is less dangerous, while those at the end of the box canyon are likely filled with fearsome opponents, and fabulous treasures. The players can play-it-safe, and explore the nearer cave-mouths, or take a chance at the deeper ones. The DM can adjudicate the results of that player choice, free of any hint of bias, since it is the players themselves that pick the easier or harder road.
It is well-understood by all experienced D&D players, that the deeper within a dungeon you delve, the more dangerous the traps and monsters. Yet one of the design principles, regularly applied to dungeon creation, is that the stairs to the next-deeper level are difficult to discover. Call that what you like: I call it railroading.
Rather than hiding stairs to the deeper levels, i'm of a mind to have one staircase -- The Endless Stair -- that traverses the entire depth of the dungeon. Not a staircase that goes directly down mind you, but one that meanders, splits, crosses chasms, follows underground rivers, backtracks on itself, and reveals varying architectural styles at different points in its' descent.
As the stairs decend, there are dungeon levels hiving off in different directions, sometimes blocked by hastily-completed walls, or locked and barred doors, offering danger, mystery and treasure. There may be collapsed stair sections along the way, requiring magical or mechanic means of bypass, and portcullises on the staircase preventing immediate entry to lower levels for those lacking creativity, but there will be no question where those stairs are.
The only question ... for the players ... is whether they are feeling lucky today, and want to take a chance exploring lower dungeon levels in exchange for potentially higher rewards.
Saturday, March 19, 2011
Roleplaying About Anything
For me, music is a powerful source of gaming inspiration. Some two decades ago, I used "King Of Pain," by The Police, as the basis for an encounter. The setting: five seated statues, not specifically identified, but representing the Gods of War, Pain, Plenty, Peace, and Death.
Behind the statues, were various paintings; clues to the encounter, and all images from the Police song. Moving the Statue of the God of Pain would unlock a secret door: moving any of the other statues would jam the secret door mechanism.
Obviously, this tested player skill, not character skill. But I had two huge Police fans at the table, so the test was entirely fair.
Wednesday, November 10, 2010
Dying Earth RPG Character Creation
Knowing that about me will be of assistance, then, in understanding why I experienced some initial resistance to The Dying Earth RPG character creation system.
The Dying Earth RPG (DERPG) is a deliciously punctilious role-playing game adaptation of the fantasy world conjured by Jack Vance bearing the same name. The introductory chapter to DERPG sets the tone for Dying Earth campaigns, by promulgating the following admonishments:
1. If you're in a fight, something has probably gone horribly wrong ... far better to gain the upper hand through cunning, wit and treachery;
2. Characters are more or less alike ... Dying Earth characters have lightly characterised, streamlined personalities;
3. Killing? How uncivilized ... the accepted way to defeat an opponent is through humiliation, impoverishment and slavery; and,
4. Your character will inevitably suffer reverses. Try to enjoy it ... since character improvement comes from entertaining the other players and GM, look at dismal and ridiculous predicaments as opportunities to use your creativity.
Having been properly forewarned in the introduction, the second chapter of DERPG dives into character creation. Like most role-playing games, every character has certain attributes. In the case of DERPG, there are six principal attributes, which I will equate, roughly, with a D&D equivalent:
Persuade (Charisma) -- this attribute determines how convincing you are
Rebuff (Wisdom) -- this determines your resistance to being hoodwinked
Attack (Strength) -- this determines your combat ability
Defence (Dexterity) -- this determines your ability to avoid blows
Health (Constitution) -- this determines your capacity to absorb damage
Magic (Intelligence) -- this determines your magical aptitude
I use those purported equivalences only as a blunt instrument, to provide some conceptual signposts. The actual employment of the DERPG attributes differs significantly from the use of the cited D&D attributes. Each DERPG attribute, above, will have a score attached to it. In combination with that score, each attribute has six styles. For example, I might have a Persuade score of 9. In addition, I will have one of the following persuade styles: glib, eloquent, obfuscatory, forthright, charming, or intimidating.
In addition to the above attributes, DERPG characters utilize a "faculties" system, that encompasses attack styles, skills, relationships, retainers, possessions, and temptation resistances.
DERPG uses a point-buy method of character creation. Between the six principal attributes and the additional "faculties", each player begins with 60 points to distribute between the attributes and faculties. If players are prepared to allow their attribute 'styles' to be generated randomly, they are awarded an additional 6 points for each attribute style so generated. Since the Health attribute has no related styles, a player could have as many as 90 points [60 + (5 attributes x 6 points)] to distribute between the attributes and faculties.
FACULTIES
Points can be allocated to the following faculties:
Attack Styles: there are six attack styles, with each style costing 2 points from the player's pool. Each attack style comes with a melee and missile weapon skill.
Skills: there are 23 skills (Appraisal, Athletics, Concealment, Craftsmanship, Driving, Engineering, Etiquette, Gambling, Imposture, Living Rough, Pedantry, Perception, Physician, Quick Fingers, Riding, Scuttlebutt, Seamanship, Seduction, Stealth, Stewardship, Tracking, Wealth, and Wherewithal). More than one point can be allocated to a particular skill, so a player may give his character a "gambling" skill of 4 -- thus increasing his chances of success should he engage in a game of cards, for example.
Relationships: players can assign points to relationships with certain notable figures (a prince, famous wizard, captain of the watch) giving them the possibility of enlisting their aid.
Retainers: the cost of those depend on how loyal the retainer is expected to be, whether they be diligent (expensive), unctuous, or recalcitrant (cheap).
Possessions: points must be spent to furnish yourself with worldly goods. Whether it be a foppish hat, fashionable cloak, a length of rope to bind a deodand, a treatise on edible plants, or a good stout cudgel to subdue your foes, each possession costs at least one point. Extra points can be spent to ensure you and your possessions are not easily parted.
Resistances: DERPG characters are notoriously susceptible to temptation, whether it be through arrogance, avarice, gourmandism, indolence, pettifoggery, or rakishness. Players who wish their characters to resist those temptations during the game must spend points during character creation to do so.
There, then, is an overview of the DERPG character creation system. As I mentioned earlier, i'm naturally pre-disposed to dislike point-buy systems, and just as equally resistant to skill systems (despite my affection for Traveller). I will grudgingly admit that this works for DERPG, insofar as the game itself presumes that "characters are more or less alike". Thus, it stands to reason that the character creation system is going to provide roughly equal points to each player. Still, I can't help but wonder whether the DERPG attributes themselves could not be randomly determined ... but there again, my old prejudices rearing their heads.
Several days ago, I passed the 200 followers milestone. I am humbled and honored. There seems to be a tradition in the blogging community (albeit imperfectly observed) that the affected blogger celebrate the occasion by running a contest. Since I have recently become infatuated with The Dying Earth RPG, it is only fitting that I should award a copy of this illustrious RPG tome to one of my wonderful readers. Therefore, from those responders who comment on this post, I will select one, randomly, to which I will bequeath a relatively unblemished copy of that RPG. I ask only that, in your response, you use a Vancian phrase, or Vancian language. From those who respond in the requested manner by 11:59 pm, November 12, 2010, one will be randomly selected and will be mailed the RPG, at my expense.
Thursday, October 28, 2010
Cunning, Comedy, Casual Cruelty?
Sunday, October 10, 2010
Player Skill: Battle of Wits Combat Systems
Man in Black: You've made your decision then?
Vizzini: Not remotely. Because iocaine comes from Australia, as everyone knows, and Australia is entirely peopled with criminals, and criminals are used to having people not trust them, as you are not trusted by me, so I can clearly not choose the wine in front of you.
Man in Black: Truly, you have a dizzying intellect.
Vizzini: Wait 'til I get going! Now, where was I?
Man in Black: Australia.
Vizzini: Yes, Australia. And you must have suspected I would have known the powder's origin, so I can clearly not choose the wine in front of me.
Man in Black: You're just stalling now.
Vizzini: You'd like to think that, wouldn't you! You've beaten my giant, which means you're exceptionally strong, so you could've put the poison in your own goblet, trusting on your strength to save you, so I can clearly not choose the wine in front of you. But, you've also bested my Spaniard, which means you must have studied, and in studying you must have learned that man is mortal, so you would have put the poison as far from yourself as possible, so I can clearly not choose the wine in front of me.
Man in Black: You're trying to trick me into giving away something. It won't work.
Vizzini: IT HAS WORKED! YOU'VE GIVEN EVERYTHING AWAY! I KNOW WHERE THE POISON IS!
One of the touted features of original D&D is its' encouragement of player skill. But many people find the old-school combat system lacking in that area. The main criticism of old-school combat is that deteriorates into an endless exchange of blows. While the criticism is somewhat misplaced, (after all, players should be using their player skills to either avoid combat or ensure that the battlefield is of their choosing) once combat is joined, players are at the mercy of the dice, and the vagaries of the DM, who may be permissive or not when it comes to the players' improvised combat tactics.
Some 'modern gamers' point to the 4E combat system as a solution, as it provides myriad tactical combat choices, providing some measure of player control in finding synergistic combinations of combat abilities to defeat the monsters arrayed against them. But the 4E solution feels completely artificial to me: the combat abilities rarely reflect real combat tactics, and so their selection and employment, in my mind, are examples of system mastery, not player skill. After all, if you look at the example of the battle of wits between Vezzini and the Man In Black, Vezzini is using real-life knowledge (basic psychology, geography, recent events) to try to deduce the mind of his opponent.
One of the great strengths of Avalon Hill's Magic Realm combat system is its' focus on player skill. The system itself is rather straight-forward, and uses the following 'real-life' combat principles:
- Weapon length: longer weapons hit before shorter weapons.
- Weapon speed: faster weapons hit before slower weapons.
- Character speed: faster characters act before slower characters.
- Armor: armor absorbs blows, but can be damaged as a result.
- Weapon harm: heavier weapons do more damage than light weapons.
- Attack Direction: there are three attack directions that correspond to the three dimensions: smash down, swing to the side, and thrust ahead.
- Manuever Direction: there are three manuever directions that correspond to the three attack directions: duck down, dodge to the side, and charge ahead.
- Fatigue: characters are able to perform certain exceptional actions, but doing so causes fatigue, which constrains future activities.
For example, in Magic Realm, the Dwarf is very slow. His only fast movement, that does not cause him to become fatigued, is his ability to duck down (which makes intuitive sense, since he is short). Another player, knowing this about the Dwarf, would select a smash down attack against the Dwarf, knowing that the Dwarf is most likely to use the duck manuever. Of course, in true Vezzini fashion, the Dwarf knows that other players are aware of his reliance on ducking, and so may employ one of his other manuevers, thus avoiding the smash down attack of his opponent (even if it meant accumulating some fatigue as a result).
I would be interested to learn if others have devised a way to insert player skill into their old-school combat systems, so as to transform them into a battle of wits between the players and the DM.