Showing posts with label ideas. Show all posts
Showing posts with label ideas. Show all posts

Tuesday, December 3, 2024

Unearthed Arcana Revisited

From Dragon Magazine, issue #59:
What follows is strictly for the AD&D game....

With plenty of labor and even more luck, there will be an ADVANCED DUNGEONS & DRAGONS expansion volume next year. It will be for both players and DMs, with several new character classes, new weapons, scores of new spells, new magic items, etc. What will follow here in the next few issues is a sampling of the material slated for inclusion in the expansion.
E. Gary Gygax, March 1982

There would be no expansion volume in 1983. Nor in 1984. The "next book of monsters" (also mentioned in the article) which was to be released afterwards, instead appeared in 1983 under the title Monster Manual II. Presumably, being mainly a compilation of new monsters appearing in prior publications...especially TSR adventure modules...it was a much easier matter of transcribing existing creature entries in alphabetical order. 

Unearthed Arcana, the 'Book That Was Promised,' was finally published in the summer of 1985.

Pause for a minute. Why am I writing this? Just what is this all about?

Let's talk some straight talk for a moment:  as long time readers know, I got back to playing AD&D again in November of 2020. Since that time, I've introduced a lot of young 'uns to the game, written a lot of adventures, and spent a bunch of time spreading "the Good News" of the game (as I see it). However, in all that time...now entering my 5th year of 1E campaigning...I've limited my game to the only books I consider good and essential, namely the PHB, the DMG, and the various monstrous manuals (MM, FF, and MM2). The adventures I've written (approximately 6 or 7) have all carried the notation that I strongly recommend against using the rules in the Unearthed Arcana.  I haven't even cracked the UA in front of my kids; I've mentioned the book to Diego, but given only a cursory (and negative) overview of the tome to him. Neither of my kids know much...if anything!...about it, which should come as a surprise considering just how much lore they know of the history of the D&D game, its publications, and the various changes its seen over the decades.

[f.w.i.w.  my kids get curious about stuff and I tend to be a wind-bag of a talker]

Just why have I excised the Unearthed Arcana from my 1E table? It's not like I never used it...as I mentioned the first month I started this blog (!), we absolutely adored the UA, back in the day, and implemented every rule it had: Comeliness, traveling spell books, social standing and birth order, bronze armor, etc., etc. If it was in the UA, it was in our game. Chain lightning was a staple spell. Heward's Handy Haversack was a staple magic item...as were magic quarterstaffs (had to have something for all those thief-acrobats in our game). My brother ran multiple barbarian characters. We used weapon specialization; maybe even double specialization. There were Hierophant Druids. We replaced the unarmed combat system in the DMG with the simplified version found in the UA. I mean, we used it all.

So why have I not used it at all since returning to the King of Games, four years ago?

There is a stigma to the UA these days. The Grogtalk folks refer it as "The Book That Shall Not Be Named." Published in 1985 it is deep into the decadent years of TSR (post-Mentzer Basic, post-cartoon, post-DragonLance)...the years that led to the spiraling issues that would (eventually) cost Gygax his company. There is a commonly held belief that the Unearthed Arcana was solely cobbled together from past Dragon magazine articles in an effort to bring one more Gygaxian cash-cow to the table to save the company from debt. This idea is echoed in the Wikipedia article on the book:
The original Unearthed Arcana was written by Gary Gygax with design and editing contributions by Jeff Grubb and Kim Mohan, respectively, and published by TSR in 1985. Gygax reportedly produced the book to raise money as TSR was deeply in debt at the time. He announced in the March 1985 issue of Dragon magazine that Unearthed Arcana would be released in the summer of that year. He proposed the book as "an interim volume to expand the Dungeon Masters Guide and Players Handbook", as the information was spread out in several places and difficult to keep track of. Unearthed Arcana was to include material previously published in Dragon, written by Gygax and updated and revised for the book.
While the latter part of that quote is indeed from Gygax's own pen (in March of '85), the inference is clearly inaccurate...as stated at the beginning of this post Gygax had already planned on an expansion volume in 1982, and the articles he penned over the next many issues (which would compose the bulk of the UA) were written expressly for the book that was coming. This was not some sort of cash grab...THAT statement in the wikipedia article is accredited to a 2006 article in The Believer magazine, in which the author (Paul La Farge) asserts:
By 1984, the company was $1.5 million in debt, and the bank was ready to perfect its liens on TSR’s trademarks: in effect, to repossess Dungeons & Dragons. Gygax got word that the Blumes were trying to sell TSR, and he returned to Lake Geneva, where he persuaded the board of directors to fire Kevin Blume and published a new D&D rulebook to raise cash.
But La Farge's research is suspect. He notes in his footnotes that the book was Unearthed Arcana, a tome that "introduced the gnome race;" a gross misstatement (the gnome had been around since the 1978 PHB), done mainly, I believe, for effect (the gnome race was rather reviled by 2006, due to changes of characterization over the years). But I draw this conclusion because much of the article seems snarky and sensational.

While TSR was definitely facing financial difficulty due largely to mismanagement, it is a fact that Gygax had every intention of publishing Unearthed Arcana long before 1984. His time spent in California (which would result in three seasons of the Dungeons & Dragons cartoon...from '83-'85) was the main reason for any delay in publishing the projects that envisioned...and I believe that, and the personal issues he had during this time (his 1983 divorce and his new "Hollywood social life") contributed as much as anything to the declining quality of the products with his name on it post-1983.

But much, if not MOST, of the UA was created before 1983. Not only that, much of it was play-tested...if one is willing to believe the statements/updates given in Dragon magazine in 1982.

And so...perhaps this material is worthy of the game?

That's the conclusion that I am...slowly (and somewhat reluctantly)...beginning to come to. Why were the acrobat, barbarian, and cavalier featured in the D&D cartoon (first airing in September of 1983)? Because, they provided a good advertising vehicle for a planned book that had already published and tested said classes (the last one, the cavalier, being found in the April '83 issue of Dragon). I have no compunction with the feelings that the UA, as published, was somewhat rushed, slap-dash, and error-riven. But much of the stuff in the book...both its ideas and its mechanics/rules...were far less so. 

Rather, they were thoughtful or interesting...and worth a gander.

What took me down this particular rabbit hole? Well, a couple weeks ago I had this "great" idea of statting up the "D&D kids" for the 1E system. But while most every one of them is easy enough, Diana the acrobat was throwing me for a loop. And since I certainly didn't want to use the UA (because of the reputation the thing is currently carrying), I figured I'd 'go back to the source' and check out the original Dragon article that had been "ransacked" for Gygax's "company needed cash infusion." And what I found (in issue #69) was an article, pretty much word-for-word the same as in the UA, and written by Gygax himself (whereas, I had assumed most if not all the UA material had been culled from the work of other authors). There was also this introduction:
"This time, rather than reveal a new sub-class such as the Barbarian, I though the Enlightened Readership of this splendid vehicle might enjoy another concept. What you are about to read is the information so far developed pertaining to a split class. This a first. To my knowledge, such a possibility has not been expressed before in any similar game system. There is nothing similar to it in the AD&D game system although choosing to change from one profession to another is not too unlike the idea. Let us then get to the business at hand. I bring you, without further ado, the official new split-class for thieves."
"This time?" "The information so far developed?" "Official new split-class?"  This was not some highlight piece deemed to have enough traction for inclusion in a cash grab book...this is a sneak peak at mechanics already in development! By Gygax himself! In January of 1983!

I quickly found a copy of Gygax's "barbarian" from July of 1982 (issue #63); more information helped crystalie the picture:
"As usual, I am working on too many projects at once, and each gets a bit of attention but seems to never get done. At some point quite a few should suddenly be completed, and my productivity will seem great indeed. Meanwhile, I have dusted off the barbarian character class which the testers have enjoyed the most of the new classes I have proposed for the expansion of the AD&D rules. While the other classes seem to need more work, barbarians were instantly used and enjoyed by those eager for a change. Now you, Gentle Readers, have a chance to test the class for yourselves and see if you agree."
Okay, so...wow. This was a project in active development since at least 1982. It was being worked on in conjunction with other projects (in issue #59...March 1982...he details these as including the Monster Manual II, the never-would-be-released T2, The Forgotten Temple of Tharizdun (WG4), and yet another adventure called "Wasp Nest -- The City State of Stoink" which I don't think I've ever heard of). It is being tested in play. It is to be part of an actual, planned expansion to the AD&D rules.

And what, exactly, was my problem with this rule set again? Re-reading the barbarian entry, I don't see anything terrible with it. Nothing over-powered, considering the x.p. cost...and while the magic item restrictions can be 'bought off' at higher levels (the levels where those restrictions can really matter), doing so negates many of the barbarian's special abilities. And above 8th level, a normal fighter will be going up TWO levels for every ONE of the barbarian. 

No looking back, my main issue with the barbarian appears to have been all the "world building" required to use the class effectively...and that's exactly what I like about it now, in my (more mature) elder years. This bit (from the UA):
Cavemen, dervishes, nomads, and tribesmen (see Monster Manual, "Men") are now considered barbarians.
...is, frankly, amazing. And says a LOT about how Gygax expected DMs to approach the AD&D campaign in their individual settings.  The standard classes are all a part of a civilization; and everything outside of that civilization are considered superstitious, magic-fearing savages. Political correctness be damned; in a post-apocalyptic fantasy setting, I kind of like this...a lot!  And it makes the humanoid tribes even MORE savage. Something to think about.

But...okay. The barbarian is cool. The thief-acrobat is cool. What about the other stuff: things like comeliness, weapon specialization, and the (*shudder*) cavalier class? 

Here's the thing: going through these Dragon magazines, issue-by-issue, it's clear that not al of the items that ended up included in the Unearthed Arcana were created equal. The new attribute Comeliness, which I detest immensely, was simply a rambling thought exercise by Gygax as part of an update/letter to the "Loyal Readers" regarding the state of the project (see issue #67). Weapon specialization, another poorly thought out concept, is simply mentioned in passing (after a larger section featuring new illusionist spells) as a conversation Gygax had with Len Lakofka with some hastily sketched out (and un-tested) rules, based on Len's unofficial "archer" class. There is no "double specialization" mentioned. 

[sorry, folks, I'm not a big Lakofka fan]

And the cavalier? It was not an off-the-cuff musing like some of these other articles. But it IS different from how it finally appears in the Unearthed Arcana. For one thing, the cavalier is a sub-class of fighter...as it should be!...a horseman specialist based on the chivalric knights of myth and legend.  It is, however, generally a mess, trying to shoehorn the half-baked weapon specialization rules with the theme-specific weapon restrictions, and focus on mounted (i.e. lance combat). Except that elven cavaliers (another concept I abhor) get archery specialization because...elves?  It's pretty dumb/bad, though perhaps not as terrible as the UA version which changed the nature of the paladin class, all for the bad.

However, Gygax admits the cavalier is only half baked; again this is April 1983 and life was pretty complicated (he'd just finalized an acrimonious divorce with his wife of 25 years in March); in his intro to the class he writes:
"As usual, your comments are invited. Input is most desirable, for what appears here is the basis -- not the final form -- of the sub-class. As is also usual, it is unlikely that comments sent to us will receive a direct reply -- there just isn't anyone on staff at this time to handle such work. While I am working to put together AD&D material, and Frank Mentzer is engaged in the revision and expansion of the D&D game system, the Industrious Staff of TSR are seekingpersonnel to fulfill the needs of you, the Understanding Readers. Thus, we should soon have the wherewithal to respond properly to all correspondence. Meanwhile, suffer along and accept my general thanks to all of you."
Sure, Gary. On to California.

So, the Unearthed Arcana is a mixed bag. New weapons, spells (perhaps), barbarian and acrobat classes? Good. Cavalier, comeliness, and weapon specialization? Frigging awful. Yes, the thing was rushed to production without adequate play-testing (or, even, proof-reading) probably because the company was strapped for cash to pay the bills. But this was a planned project, and much of it has Gygax's imagination and good design work imprinted in it. 

And, for me, that's enough to give the UA a second try. Not the whole book, mind you, but much of it. I will, of course, want to go through the old Dragon magazine articles and see which ones need pruning, which ones are unworkable, which ones were 'good enough' before other fingers stepped in to "help" get the book together. It isn't a big deal...something to amuse myself (culling these idea). And, hopefully, something to amuse my players.

[it is, perhaps unfortunate that I have altered the 1E magic system for my home game, as the plethora of new spells and the spell book rules (not to mention cantrips and apprentice MU mechanics) would be far more useful with "standard" 1E. But my system works too good to change it just to add a handful of beloved spells (like dismissal, chain lightning, and teleport without error). Well...we'll see. We'll see]

All right, that's enough for now. My expanded mind has been emptied, and I'll try to get some sleep. Signing off from Mexico!
; )
Just look at this geezer...


Friday, November 22, 2024

Uni's Lost Horn

Quick note before we get into it: just want everyone to know that after a bit more reading/perusal, I returned the new 5.5E Dungeon Master's Guide to my local B&N and got my money back ($55 and change). Just a no-brainer when you consider A) I play 1st edition, and B) the book is a steaming pile of garbage. 

One of the last straws that broke the camel's back? Hey, they had Warduke's helmet as a possible magic item!  Here's the description (the accompanying illustration made it clear who it belongs to):
Dread Helm
Wondrous Item, Common

While you're wearing this fearsome steel helm, your eyes glow red and the rest of your face is hidden in shadow.
Check that out...that's all it is. A magic item that has a cosmetic, non-game related effect. It just makes your eyes glow red.

But don't feel like this is something to pawn off on your henchman...this is a common magic item. Which means it can be purchased in any old town.
Common magic items can often be bought in a city or town. 
Cost for a common magic item in 5th edition? 100 g.p. As compared to mundane, non-magical plate armor which costs 1,500 g.p. WTF? Is that verisimilitude? NO. But, hey don't worry, because the book tells you plain and simple:
The Game is Not an Economy. The rules of the game aren't intended to model a realistic economy, and players who look for loopholes that let them generate infinite wealth using combinations of spells are exploiting the rules. 
Of course, what if your players are those "optimizers" who enjoy finding loopholes, just like these? Aren't we supposed to be "making it fun for everyone?" Well...
Rules Rely on Good Faith Interpretation. The rules assume that everyone reading and interpreting the rules has the interests of the group's fun at heart and is reading the rules in that light.
I think you're making a BIG assumption there...an assumption that anyone is going to READ these rules. Rules that are subject to arbitrary change by the DM, so they really don't matter. Hell, it doesn't even matter if the DM knows the rules. Look what's here on the same page (this is Chapter 1, by the way):
Knowing The Rules

You don't have to be an expert on the rules to be a good DM. Of course, itt's helpful to be familiar with the rules especially the ones in the Player's Handbook. But facilitating fun is more important that implementing the rules perfectly. If you're not sure how to apply the rules in a situation, you can always ask the opinion of the players as a group. It might take a few minutes, but it's usually possible to reach an answer that feels fair to everyone, and that's more important than a "correct" answer.
Just about every sentence in that paragraph is incredibly, seriously wrong. And why do they put the word "correct" in quotation marks? Because what is "correct" is just a matter of opinion? Truth is up for interpretation? Yeah, it feels like I've heard that a lot lately.

ANYway...if I'd read that "knowing the rules" sidebar sooner, I would have dumped the book even faster. But then I couldn't have given you folks my rant-y review. Ah, the things I do for my readers!

Moving on.

As I noted earlier, one of the things that intrigued me about the DMG5.5 (before disgust overwhelmed anything else) was the inclusion of the "D&D kids" from Saturday Morning cartoons. I was a big fan of those cartoons growing up...in fact, if hard-pressed, they might edge out Thundarr the Barbarian as the all-time favorite of my childhood. Certainly, the Dungeons & Dragons cartoon was the ONLY cartoon that made me set an alarm Friday night so that I wouldn't miss it in the morning!

I am of the opinion that THAT particular IP is an un-mined resource for nostalgia (and revenue)...so when I saw that they were throwing those dudes into the artwork and "lore" of 5.5 I was kind of thrilled. And, THEN, I became curious...extremely curious...about one particular image:

See that odd duck over on the left? That's "Niko."

Who the heck is this Niko person?

This illustration led me down a rabbit hole of internet Googlings, till I found the answer: no, Niko was not a character from some un-watched (or un-developed) TV episode. She is a cleric character created for use with an adventure module featuring the D&D kids that WotC produced as part of their 50th anniversary celebration. She even has a "magic weapon" of her own, imaginatively called "Niko's Mace" (though that item is not in the DMG5.5, unless I somehow missed it). 

That adventure (which I'd never heard of before yesterday) is called Uni and the Hunt for the Lost Horn. And after much, much scouring of the inter-webs, I was able to find a PDF copy. Here's my capsule review (in the style of Mr. Bryce Lynch):
This 48 page adventure uses three pages to describe a tiny "demi-plane" dungeon consisting of five encounter areas. It is for 5th edition, which means it's trash anyway, but at least it does not provide any personality, background, or role-playing notes for the seven pre-generated characters included with the module, so your table should be mercifully spared faux-acting and cobbled drama. My childhood has been mined for profits and my life is a living hell.
*ahem*

The adventure seems loosely based on the Episode 4 of the cartoon series, "Valley of the Unicorns" (yes, yes, I am a tremendous nerd). Which I remember as being quite good. It has a demon idol, a great villain, a sinister plan, a Daern's Instant Fortress, miserable de-protagonization of cutesy fairy tale creatures, an appearance of the Imprisonment spell (one of the more awesome moments of the series, IMO), and a pack of worgs. I mean, it's very "D&Dish," even if the characters aren't looting the hell out of everything.

ANYway, the Lost Horn adventure isn't nearly as cool. A couple of lame fights, maybe some double-crossing with a bullywug chieftain (?), and a deus ex machina at the end where Venger comes in and finishes the fight. I mean, it's really pretty dumb.

But what it DOES have is, again, nice artwork illustrating the artist's idea of what the grown up D&D kids look like. And that's pretty nifty (though, honestly, I don't think they needed to turn Bobby into a gym bro; I see a lot of crushed Coors light cans in his dorm room...). That's neat...un-tapped potential finally being tapped (as they probably should have done for the D&D movie).

"Battle Medic," natch
I don't even mind Niko terribly. I can already tell that the inclusion of a new cast member will raise the hackles of some fans (doesn't it always?) especially as her obvious "diversity" will be interpreted as, well, obvious diversity (which some people dislike). But let's be honest here: if the kids were an actual D&D party, they would want a cleric, no? None of them have much in the way of first aid training and any scrape from a bullywug spear is likely to get infected (and so many of these kids insist on roaming the wilderness in shorts and bare arms...) and lead to an untimely death. Well, maybe...I suppose the cartoon's not called Advanced Dungeons & Dragons. Perhaps tetanus isn't a thing in "the Realm."

[whether it is or isn't, I have to admit she's pretty superfluous. This IS 5E, after all, so it's not like people die easily. Also, no undead in the adventure]

So...grown up kids? Cool. Everything else? Not so much. 

And reading through this reminded me this isn't the first time WotC has tried to stat out the D&D kids for the game; sometime circa 2007, they sold a special DVD box set of all the cartoon episodes...which I own. In addition to the disks and a bunch of ink drawings and collectable cards, the box contained an actual honest-to-goodness adventure (written for DND3) with write-ups of all the characters, plus Venger (an 18th level, half-infernal for the curious)!

Unlike, Uni's Lost Horn, the PCs in this adventure are STILL KIDS.  And they're 7th level adventurers (in Lost Horn, they're only 4th level). The adventure (credited to Matthew Sernett) is called Beneath the Blade of Sword Mountain, which kind of kicks the ass of "Uni's Lost Horn." Oh, you want the capsule review again? Here it is:
This twenty-six page adventure uses nine pages to describe four encounter areas, including each area's individual battle map. Most of the remaining pages are taken up with full page artwork of the D&D characters. The writing is extremely tiny, the page size is the same as a DVD case, and I am so old I needed a magnifying glass to read Mr. Sernett's name in the designer credits.
No cleric in this one (and no undead either or the D&D kids would be So Screwed!). Interesting that in addition to a full 3E stat block (skills! feats!), each character gets a paragraph of text describing their personality and relationship with the other PCs...role-playing notes, in other words. Which are completely absent from the Uni's Lost Horn adventure.

Why am I bothering to write about all of this? Well for one thing, it's Friday and that seems to be the day I have more free time for blogging (though I made time for yesterday's bile. Man, did it get my dander up!). But also, because it's put an idea into my head: maybe I want to do my own version of the D&D kids...for AD&D, of course...along with some sort of adventure.  In fact, there's no "maybe" about it; I definitely want to do this!

Yes, indeedy. The only question is, which tack do I take? Old kids or young kids? And do I write my own adventure or rewrite one of these two?  And if I do decide to make my own, should I use one of the old cartoon episodes as inspiration? There are a few good ones to draw from. More than a few. I kind of want to (re-)do Valley of the Unicorns, because Kelek is so dastardly as an evil wizard. I dig it. You tell me.

Okay, that's enough for a Friday afternoon. And here's your "moment of zen:"

A LOT of crushed beer cans...


Thursday, March 28, 2024

F***ing Idiots

Started a post on Monday that was fairly wistful. Started a post on Wednesday that was more nostalgic. Started a post this morning that was full of irritation and ranting...real piss and vinegar stuff, calling out people, naming names, etc.

I ain't posting any of that. Heck, I ain't even going to give you summaries.

Here what I'll say instead:

Let's for the moment assume that you wanted to read a book explaining the path to being a great Dungeon Master. Because (let's say) you really like Dungeons & Dragons, AND you're the person (for whatever reason) that ends up in the Captain's Chair, more often than not. AND you've decided that, hey, maybe I could use some notes or insight or gosh darn instruction that might help polish my game. A handbook of practical information, untethered from considerations of rules and mechanics (as one finds in the DMG) yet structurally sound, applicable, and good for reading/reference. Something containing a paradigm that makes use of the BEST information found on various blogs BUT CONDENSED, in a way that meandering bloggers just can't seem to get going. Something with a table of contents, perhaps.

Let's say, as a thought exercise, that you wanted that. And let's say there WAS such a book, available in paperback and audio and ebook format...a platinum best-seller on DTRPG with a (near) 5-star rating and a ton of positive reviews and accolades. And let's say you bought it and opened it up to that table of contents...a table of contents that featured multiple authors giving essays on various aspects of running the game. Would you hope and expect to see chapters with these titles (in this order):

"Making Players Shine"
"Creating a Fun and Inclusive Game For All"
"GMing for Kids"
"Giving Initiative: Engaging Shy Players"
"The People At The Table"
"Advice for New GMs"
"Tips for Long-Time Gamemasters"
"Planning Your Campaign in Four Stages"
"Character Love Interests"
"Gamemastering on the Fly"
"One-Shot Adventures"
"Winning Player Investment"
"Knowing the Rules vs. Mastering the Game"
"The Art of Theatrical Gaming"
"Laughter, Cellphones, and Distractions from Serious Gaming"
"Roll With It! What to Do When It Doesn't All Go As Planned"
"Feasts and Famines: Handling Large Groups or Just One Player"
"Ditching the Miniatures: Playing A Smoother RPG"
"Getting Things Going Again"
"Dealing with a TPK: How to Save Your Players, Your Campaign, and Your Reputation"
"Moving the Perspective"

Really? This is going to show me how to be a Dungeon Master? 

With tax, the price of the book runs a bit under $22...a little more than $1 per essay. That wouldn't be an unreasonable price...if any of these essays looked worth reading, I suppose, if I'm bring perfectly honest, I do have some curiosity about one or two of these...what could a four page essay tell me about handling "large groups or just one player," for example, that couldn't be said in four sentences? Hold on, let me give it a try:
While D&D can be played with as few players as one (or even none, should a DM want to use the random dungeon generators, wandering encounters, and treasure tables to play an abridged "solo" game), the game functions best with a number of players, working in cooperation. Challenges will need to be adjusted based on the player number: I've found six to eight player characters to be optimal, and groups with fewer players benefit from a number of NPC companions that can fill the ranks to this number. Over the long term, campaigns can sustain play from a huge number of players, but practically speaking, it is difficult for a DM to manage a table with more than nine players at a time, slowing play substantially and diluting the play experience for all. If you have such large groups, it is best to run multiple sessions of smaller parties, rather than huge groups at once.
That's not bad for a first pass. I mean...it's about all that needs to be said, really (perhaps a footnote regarding large campaigns with multiple DMs).

But...whatever. Curiosity is about the only reason I could see myself spending money on this thing, because none of this looks like solid, practical information. In fact, much of it looks incredibly counter-productive and terrible advice; I could easily see individuals incorporating this nonsense into their DMing producing games that are far worse than what it would have been without these "tips."

Here's an excerpt from the first chapter (I'll remove some of the excess padded word count that adds little-to-nothing):
"...we're there to make the players shine and the world come to life, and the nice thing about doing so is that both activities feed into each other. The more engaging the world is, the more players feel encouraged to get involved and make their characters shine. The more the PCs shine, the more engaging the world becomes.

"GMs can make players shine by giving them as many chances as possible to succeed and look cool while they do it. That's it! ...

"Thinking of GMing as a service job helps make the game as great as possible for all of the players. If your focus as a GM is on your players and their awesomeness, and you are constantly engaged in making "shine moments" happen whenever they can, then you create a positive feedback loop: Players work to do cool things with their characters, you make the world react in a cool way to what they do, the whole table celebrates the cool moment as it's happening, and the loop continues. Players get more invested in the game, the world, and the story, and contributing more great ideas and story grist as a result. Everybody wins!"
Sure. Dance monkey, dance. Feed the narcissism at your table. 

The chapter continues with telling the DM to celebrate good dice rolls when they occur, to use elaborate descriptions of how awesome a player succeeded at their skill check or attack roll, so that the player can feel special and shiny. This is shitty, shitty advice. Just what, do you think, you're communicating? Hey, anyone remember Deep Thoughts by Jack Handey? Here's a comparable quote:

Children need encouragement. 
If a kid gets an answer right, tell him it was a lucky guess.
That way he develops a good, lucky feeling.

Yay. You picked up a 20-sided die and rolled a high number! Let's celebrate! You're really good at rolling dice! Glad to have you on the team!

Now, hold up a sec. Probably there are DMs out there who could benefit from some advice on managing players at the table: understanding the difference between DMing kids and adults, or extroverted individuals and introverted, and the general nuts-and-bolts of acting as a facilitator/referee for group dynamics at the table. Sure. But that's ONE CHAPTER, and (for my money) probably not a terribly large chapter. The fact is, being able to manage group dynamics effectively is DMing 101, and if you need a whole lot of training on that, you're probably NOT cut out to be a DM.  Sorry.

Tuesday, I had lunch with Rob, my oldest friend (we've known each other since preschool). It's been roughly fifteen years since the last time we got together; a lot has changed for the both of us in that time. For one thing, he's playing D&D now and is, in fact, acting as the Dungeon Master for his group. This despite never having much interest in the game in the past (to be clear, we played other RPGs...like Classic Traveller...and hex-n-chit war games. D&D was just never his thing). Amazing, quite frankly...never thought I'd see the day. Gave us PLENTY to talk about, even after catching up on all the fifteen years of history we'd missed.

He is, of course, playing 5E "but only because that's the version my game group wants to play." Never heard that before. He ended up becoming the Dungeon Master after the first session and "the DM decided she really preferred to be a player and not a DM." He says he enjoys the role mainly because it has stopped him from having to answer the question 'what do you want to do?' He'd much rather react (dance monkey!) to the players than have to generate his own proactive action. 

[comes from playing a directionless game with no focused objectives, I suppose]

Rob is VERY new to D&D...he doesn't know anything about 2nd or 3rd or 4th edition D&D, for example, though he has heard of Matt Mercer (*sigh*). He found my perspective on the game...mm..."intriguing," to say the least; especially what the game is, what it does well, and how best to use it. "I might have to invite myself to one of your games," he said. Yeah, probably, should. 

It's too bad he lives in Everett. 

See, Rob is now discovering...at the ripe old age of 49 and a half...some of the joy of Dungeons & Dragons. "Some" being the operative word, because there's also discontent...it's like he can see the potential, but just can't grasp it. Like he sees there's an answer, but he doesn't know the right question. He knows people are having fun with the game, but he's not quite sure he is having fun...or (perhaps) not quite sure he's having the kind of fun that he wants to have. Or feels he could have. Or even knows what it would look like to play enjoyable D&D.

Is "fun" on the chapter list for the aforementioned 'gamemaster guide?' Hmm, let's see:  "Creating a Fun And Inclusive Game For All" would seem to suggest something about "fun," including "fun for the DM" (I mean, I'm just inferring that from the "For All" part of the chapter title). Hmmmm...reading through the chapter, the answer would be "no;" it's just about understanding and recognizing issues of diversity and privilege and being understanding of people's feelings, maybe using an "x-card," setting boundaries, etc.

Um. Okay. I guess that's good advice to being a better human being, but it's not really giving me information specific or pertinent to running Dungeons & Dragons. Again: small chapter on how to run a table: good. Maybe a couple sentences about not being an asshole or allowing people at your table to be assholes to each other. But this is really remedial shit, and if you need a six page tutorial on the subject, you've probably got bigger fish to fry, life-wise.

*sigh*  

Anything about running a long-term campaign or the benefits thereof? No. Anything about commitment to world building and the mindset necessary for engagement? No. Anything about studying real world history, politics, sociology, mythology for the betterment of your campaign world? No. How about the absolute importance of knowing and understanding the rule system being used, in order to provide the players with consistency and a referee that they can trust? No, in fact we get gems like this instead:
"Understanding when to strictly apply rules instead of maintaining game fluidity is one of the true marks distinguishing the novice GM from the master GM...the GM has to learn how to balance the impacts of ruling on the fly to ensure that the game continues without making it "too easy" as well as ensuring that the carefully-crafted player character abilities are not swept away and ignored.

"Game play can be improved in both the short term (flow) and long term...by improvised decisions. To master the game, you, the GM need to be agile enough to decide when to just make a decision rather than go with the rules or rulebook...

"...What is important is that you spend game time actually playing, and not consulting rulebooks every 15 minutes. True mastery of tabletop roleplaying means that a GM has control of the table...this, in my humble opinion, is best accomplished by maintaining game flow and progress.

"One of the most definitive differences between modern games (such as Pathfinder and 5th edition) and the old style games (like OSR games) is that in the former, rules and not pure rulings govern play."
What in the actual F is this guy talking about? Are you f**ing kidding me? You know, I happen to play an "old style game;" it's called first edition AD&D. "Pure rulings?" Are you a f**ing idiot?

Yes. The answer is yes. He is a fucking idiot.

Sorry, sorry, sorry. I said at the beginning of this post that I was NOT going to rant. But that was before I started digging into this thing, this boondoggle of an "advice" book. It is full of shit. Just dreck. Reading it will make any novice DM stupider and less competent or (at best) do ALMOST NOTHING to improve their ability to run the Dungeons & Dragons game.

And I am angry. I am angry that there are smart, enthusiastic people out there who want to play this game, who want to RUN this game, who want to be Dungeon Masters, who are not getting the help they need. Who are instead given dreck like this. That and a thank you from WotC for buying their a product and a middle finger for those asking for some solid advice.

Yes, I'm angry. I'm angry at myself. I should have already written a book on how to run this fantastic, amazing game. A helpful, no-nonsense, non-padded book. Something that ANY novice DM...middle aged, like my buddy, or kids like my own...could benefit from. Man, I've wasted a bunch of my time. 

That's the next project. That's the new project. Everything else is getting back-burnered.

Wednesday, March 6, 2024

Reading NAP

I should probably pen a Blood Bowl post discussing the Seahawks transition away from Weird Boy Pete Carroll and the cutting of the oft-maligned Jamal Adams, etc. But the NFL off-season is long...I'm sure there'll be time for that. Instead, allow me to wax on about adventures.

Specifically, the adventures found in No ArtPunk volumes I and II.

I've discussed Prince of Nothing's NAP contest before...both what it is and why I find it valuable, as well as my own participation in this (now annual) event. What I haven't done is played any of the entries/winners...well, except for play-testing of my own submissions. Heck, I haven't even given a deep read to the books; I've only skimmed them.

And that's a shame. I've said before and I'll say it again: you need to play an adventure to really understand how it works and whether or not it's any good. Adventure gaming, as entertainment, is an experiential medium. Adventure cobblers are not (or, rather, should not be) writing adventures just to provide lonely souls with fantasy reading material. I know that, within the hobby as a whole, there is a certain amount of joy in this practice (both the writing and the reading), but that's not what the D&D game was designed for; it was designed to be played...a fact that is too often forgotten, or lost.

SO, I've decided that, despite my limited "free" time (free what? are you kidding?), I am going to make an effort to read and examine these winning NAP entries, and attempt to play them in my own home campaign...assuming I can find a place for them in my home campaign. This is probably a stupid assumption and I should simply continue with my ongoing DESERT OF DESPAIR project (a rewriting of the old I3-I5, Desert of Desolation module series). But, well, someone's got to do it. And then blog about it. Since no one else is (or very few people), I might as well do something to "contribute" to the cause.

*sigh*

BUT...I won't be putting ALL of these adventures on the docket. Between both NAP volumes there were a total of 19 winners (with a super-secret-sexy 20th "honorably mention" by Yours Truly that continues being brought up on podcasts despite not making it into either book!). Of these 19, only NINE were written for AD&D with a 10th written for OSRIC (1st edition's original retroclone), and given my limited time, I'm not going to waste it doing conversions.

Well, maybe, but only in exactly TWO cases: Dashwood's City of Bats looks really delightful (I, of course, have a soft-spot for Mesoamerican themes) and is written for AEC (Advanced Edition Companion) Labyrinth Lord, and Chomy's Caught in the Web of Past and Present was recently converted (by him) to AD&D...I might just go purchase the updated version, but only because I've met Chomy and he's a swell guy who did not run over me with his motorcycle and leave me in a ditch.

First things first, though, and I am going to be reading the adventures that were ACTUALLY written for use with Advanced Dungeons & Dragons. Going in "level order" these are:

The Lair of the Brain Eaters (1st - 3rd) by D.M. Ritzlin
The Arcane Font of Hranadd-Zul (2nd - 4th) by Daedalus
Under Mt. Peikon (2nd - 8th) by anonymous
The Carcass of Hope (3rd - 4th) by Zherbus
Fraction Mayhem of Melonath Falls (3rd - 5th) by Trent Smith
No Art Punks (4th - 6th) by Peter Mullen
Alchymystyk Hoosegow (7th) by Alex Zisch
Tomb of the Twice Crowned King (8th - 10th) by Hawk
Dust and Stars (9th - 12th) by Settembrini
Ship of Fate (10th - 14th) by JB

[eh, you know what? I don't need to read that last one]

[Web of Past and Present is for levels 4th - 5th, while City of Bats is for levels 4th - 6th, just by the way]

So, semi-deep dives first. I know that some of these include the dreaded (*shudder*) Unearthed Arcana rules in their games, but so long as I'm not needing to delete major portions of the adventure (cavalier NPCs or whatnot), I don't anticipate there being much of a problem. But that's why I need to do the read-through. The main areas I'm concerned with are "theme" and "fit" (since I'm throwing these into my campaign world) as well as PRACTICALITY...which, generally, means treasure counts.  Here's the rule of thumb:
  • 30(ish) encounters requires enough treasure to level up an ENTIRE PARTY of the average given level range.
  • If the party size isn't listed, I default to SEVEN characters.
Anything less than that is probably not efficient enough for use (really), but I understand that lack of treasure is pretty endemic to adventure writing these days. I will still make an effort to run all of these, regardless (well, depending on how light the load actually is)...at least until my players get bored with a lack of loot. Again, hard to judge without actually RUNNING the things...

There it is: a new D&D project on the horizon. I might post (okay, I'll probably post) what I find in my readings before I run the adventures. But, yeah. Let's play some D&D. 

Saturday, January 20, 2024

Something New

I wrote three-quarters of a rather long post yesterday (the 19th...my son's birthday) that I didn't have a chance to finish/publish...what else is new?...

[at least it wasn't particularly maudlin...THAT long post happened a couple days before (when I was more than usually drunk) and will probably stay, lingering, on the draft board as a reminder of my "inner darkness." I was just in a rather depressed mood that evening]

...*ahem* a rather looong post attempting to explain why D&D as designed is eminently suitable to its role as an adventure game, as opposed to...mm...well, pretty much any other game that gets categorized these days as an "RPG."

[we are, of course, NOT discussing "computer RPGs;" for purposes of my writing here, I have zero interest in CRPGs]

Anyhoo, I didn't finish it because A) time constraints, and B) I was having a hard time nailing my point or (perhaps) bringing the argument/thesis around to a satisfying conclusion (satisfying to me at any rate). Why do other games...games not beholden to elves and swords and wizards and dragons...just, flat out suck for long-term, experiential adventure gaming?

Why indeed.

SO, while out driving today, or musing a bit, or...SOMEthing....a new idea popped into my head. A new, interesting (maybe) project. Kind of a culmination, or (better) a possible synthesis of a NUMBER of ideas I've had over the years. For a particular game design. 

As usual, this particular idea is a bit...daunting. 

So that's all I want to say at the moment. If anything comes of it, I'll write more. I just want to spend a couple days/nights tinkering with the idea. That's all; just...tinkering. 

My son is a teenager, by the way. 13. I started this blog two years before he was born. It's been a long road. A long, long road.

Peace and love, folks.

Saturday, August 12, 2023

You Do You

Man O man. Finding something constructive to write that isn't condescending or belittling is tough some times.

Life's been challenging lately. I won't get into it. "Busy." That's the usual word thrown around Ye Old Blog. I've been busy. Let's leave it at that.

Played some Marvel Superheroes RPG for the first time in...mmm...35 years? Thereabouts? Diego and Maceo wanted to give it a try. I explained (to Diego) the main issues with the game: A) it doesn't do 'granular,' and B) character creation is EXTREMELY random. Like, really, terribly so. Even with the various "fixes" found in MSH retroclones like Faserip and 4C Expanded (both of which I own) the thing is, well, a train wreck. Ah, well.

They made characters...terribly crazy, random, over-powered characters...and immediately decided they'd prefer to be super-villains and kill people. Whatever. I ran them through the final encounter of Day of the Octopus and basic (heroic) instincts took over...they were trying to save innocent bystanders and defeat the giant robot. In the end, they were (barely) successful and had a great time and decided they preferred being heroes and agreed that...yes, actually, their characters were trash, incoherently themed, and randomly thrown together. I am currently rewriting the game myself to rectify its chargen issues, because it's not a bad little game.

[I will say this, however: despite its problems, MSH is an EXCELLENT piece of game design, incredibly fun and functional and quite possibly the best thing Jeff Grubb ever did, design-wise. It is SO WELL DONE, it is perhaps the game that BEST MODELS THE SUPERHERO GENRE...so long as you are content to use existing Marvel characters in the existing (in 1986) Marvel universe. The game deserves its own...very long...blog post]

But that's a minor side-note in gaming. Marvel...still...doesn't hold the same long-term appeal as the (Advanced) Dungeons & Dragons game. It's just a lark...a palate cleanser. 

Aside from being "busy," I haven't been writing blog posts lately because there's so little I want to say. Or...maybe...there's SO MUCH I want to say and don't know the proper way to do so. I know that a lot of what I want to say will go over like a ton of bricks (which, is to say, won't go over at all). And why should I waste my time?  

Who was I just reading the other day? Oh yeah: this guy. After a bit of a hiatus, he decided to start a new D&D campaign 'round about October of 2022, using the Fifth edition rules. In December, he posted his thoughts on 5E, writing in part:
I have to say that I really like how D&D has evolved into a solid ruleset that is 5e. The 5e rules pretty much cover just about anything that may come up in the game. Earlier versions relied upon the DM and players to customize and build upon the somewhat vague rules. This left the game open for tons of home-brewed customizations. Having had to add quite a bit of customization to my Swords & Wizardy campaign of a few years back, I have to say that I like not having to have to do the heavy lifting on finessing the rules and balance of the game. I was able to do back in the day but I was no expert. It involved quite a bit of time that I no longer have. I want to sit down and run a game and 5e has all the rules covered.
[he also praised the "flexibility" of the game, its emphasis on "role-playing" as opposed to "hack-n-slash," and the backgrounds being great for helping players "focus" on their characters. Furthermore, he found the classes and races to have been "well thought out"]

By March, the blogger had changed his tune completely, stating his campaign was the least fun thing he'd run since 1993. "5E D&D is just not that fun to run," he stated. The characters are "too powerful." There is no "thrill, suspense, danger." The game is "over bloated with rules." He finds the game to be "not inspiring."

As of June, he's decided he's going to do some sort of streamlined, craptastic rules-light game like Tiny Dungeon or EZD6. Garbage role-playing, in other words. Because WotC/Hasbro has ruined D&D for him.

*sigh*

GusL, a pretty bright guy...is writing posts about the (stupid) "maxims of the OSR." For no good reason that I can ascertain. There is nothing productive in perpetuating these myths and fallacies. They are not teaching people how to play D&D..."old school" or otherwise. They're obfuscation. Just...smoke and mirrors bullshit. So fatiguing to see this same stuff hashed out, over and over again. Probably sound too harsh towards a fellow blogger. Apologies. I've been dumb like this plenty of times. 

Oh, here's another tragedy from last month: the "issue" of sharing "spotlight" in OSR games. My goodness, my Guinness. Just what is the state of Fantasy Adventure Gaming these days? 

Or is this just the state of blogging? Perhaps. But, I hesitate to state that people have run out of useful things to blog about. I think that...maybe...it's just that the things one wants to write about (that could be actually useful) seems too banal, too devoid of sensationalism ("click-bait") to warrant consideration of effort. Maybe.

FOR EXAMPLE: a few weeks ago, we discovered that several kids in the neighborhood meet for a regular D&D game on Thursday evenings (same night as our weekly block party). Sofia and Diego were ecstatic at the chance to join a regular table...even if that table was playing 5E...just to be able to get together and throw dice with fellow enthusiasts their own age. And I was in 100% agreement that they should do so. Because playing RPGs with peers, outside the (more than cursory) supervision of adults...and learning to navigate group dynamics in such an activity...is an important piece of development. A bit like team sports for the brain.

The D&D group, especially the 13 year old DM, were as excited to have new players as my kids were to play. Because of summer travel and activities, they've only had the chance to attend a couple sessions (D. is playing a half-elf paladin while S. created an elven druid), but they've had a good time. Mostly (there are some problematic issues with the DM's younger brother...similar issues to what I remember having in my youth as a DM with a younger sibling...that can add a sour note), and they appreciate 5E for the game it is: a different game, with different rules and nuance. Their DM (Harrison) is young but competent enough: knowledgable of the rules, and running his own campaign which appears to consist of a small town and a local dungeon or two. Serviceable youth play, perfectly suitable for kids of ages 9 - 12, like my own.

Do I have any interest in running/playing 5E? Nope. Do I fault these kids for playing the current edition? Nope, not at all. Do I bemoan them "playing wrong" or some such BS? Absolutely not...these are kids, playing kid D&D. I know "kid D&D;" I played it myself as a youth. LOTS.

Other than the fact that 5E is a generally poor edition for discovering the greatest form of Fantasy Adventure Gaming (i.e. intensive, long-term, experiential play), my biggest criticism is one of accessibility (i.e. it's harder to learn the rules as a newbie then, say, reading a copy of Moldvay's Basic book). In this particular case, that latter criticism ain't an issue: both the DM and the players know enough of the rules (and have played enough) to make the game work. And at their age, they are already having plenty of intense, experiential play just by the nature of their youth and the newness/novelty of the game at hand. "Long-term" means something far different to a kid not yet out of middle school compared to a man who will be turning 50 come November. 

Different from what most adults (I'd think) would consider satisfying play.

But, then, gamers aren't "most adults"...or so I'm told. I'm not sure I believe that. The parents of these neighborhood kids are NOT gamers (at least not of the FAG variety) and most of them have never played these games. They're just glad their kids are enjoying non-screen activity and having somewhat healthy social interaction (so far as I can glean, none of them play any team sports, and most...if not all...are homeschooled). Some of the parents have even suggested they might like to try playing some D&D themselves with an adult Dungeon Master to run the game (*hint*hint*).

*sigh*

What is wrong with people these days? I mean...scratch that, I know what's wrong with people (at least on a large-ish scale). The same things as have always been wrong, just translated to a different time and space and circumstance from our ancestors (although with a bit less bloodshed and starvation). Me running D&D games for people...or teaching people how to play or expounding on the internet my personal perspective/philosophy on gaming and life and whatever...isn't going to make a damn bit of difference. People need to want to go out and do it themselves...just as with everything in life. 

I mean, all the information is already there for the thirsty folks seeking knowledge. 

But maybe it's still too hard to find? Okay, I understand that's a ridiculous (or coddling) thought; on the other hand, I can see that I have something in the vicinity of 2,500 blog posts here alone, few of which are "on-point," MANY of which have bad/wrong/false info (that has since been updated in my own mind), and none of which bear much semblance to any sort of organized curriculum. Such are the wares offered by an untrained, hack-writer like myself. I mean...look at this meandering post I've been trying to write for the last two-three days! Garbage.

[and that's withOUT wandering tangents about playing golf or Cobra Kai or the Seattle Mariners]

So, let's try something a little different (ugh...how many million times have I typed that phrase?). Let me try to give a blueprint...a very straightforward, somewhat succinct plan...outlining my current (August 2023) thoughts on "How To Play D&D." Because there isn't a good book on the subject...just a gazillion some-odd people flailing around in the darkness, spouting pithy axioms, platitudes, "wisdom," and blah-blah-blah OR being clueless wannabe searchers after sparkly unicorns of "good play."

Such a series of posts will (probably) change absolutely nothing. That's okay. At least it will be ONE, hopefully solid paradigm that folks can follow, should they be so inclined. For those NOT so inclined: 

You Do You. And I promise I am sending much love and prayers out to you and yours. Have a ton of fun. 

This is going to be something for the searchers who are tired of searching. That's it. Maybe it's something that I'll print up and publish some day. Maybe; a pamphlet to give to my kids for when they're a little grown or something. Yeah, it's admittedly kind of a stupid task to set for oneself...but bloggers got to blog, amirite?

And here's the thing: everyone and their mom know how to lose weight, right? Something like "eat less, and exercise more?" Maybe pay more attention to nutrition, cut out the fatty, sugary, starchy stuff and focus on the veg, whole grains, and lean proteins? Blah, blah, blah...and yet people are still fat asses. Despite having a blueprint for healthful living for, like, decades (centuries?). 

D&D is a bit more mysterious than that. 

The girl's doing a soccer tournament this weekend (the boy's tourney is in two weeks). The mother-in-law is in town for dos/tres mas semanas. The complications with my mom's estate continue. And school soccer season (when I need to put on MY coach's hat) is right around the corner...looks like I'll be handling two teams this year. So many, many things.

But I'm going to try, folks. I'm really, really going to try to get my shit together, and get something helpful typed up. So that I don't have to hear (or read) any more complaints from people about their (various) issues with Dungeons & Dragons. Or, at least, if I DO hear/read such things, I can point them to a link with some concrete answers. 

For those folks who have neither complaints, nor questions...who are "fully enlightened" when it comes to D&D, in other words...for you lucky people: You Do You. And enjoy every moment of it. Please. 

Okay, that's enough for now.

Sunday, May 7, 2023

En Español

As I wrote, I've been doing far less "D&Ding" of late. Probably doesn't help that the last game session I ran (April 5th, per my records) resulted in a Total Party Kill, including three PCs and at least as many henchmen and hangers on (I believe the total was eight, mostly seasoned characters). Damn harpies.

However, even though I haven't been playing D&D, it feels like I keep getting called upon to evangelize the Dungeons & Dragons game...especially concerning the way I play and the reasons inherent in...well, in doing what I do. Running into folks who I haven't seen or talked to in decades, the subject just continues to...strangely...come up. Some examples:
  • One of my mom's best friends (and past supervisor or mine) ended up having an extensive conversation pertaining to the history of the game, detailing the entire history of the game its various editions and the state of the hobby. Her son-in-law is, apparently a rabid D&D fan who is teaching his own children (her grandkids) how to play.
  • A woman who was one of my mother's oldest and most beloved friends (they were maids-of-honor at each others' weddings), told me how my authorship of D&D books has made me something of a minor celebrity (or at least "impressive figure of lore") in their family as her adult grandchildren are now big D&D fans, like their mother (whom I grew up with and introduced to the game...waaaay back in the day).
  • A local attorney and old family friend who I contacted about my mom's will and testament (and for whom I used to run games: he was in my brother's class)...the first words out of his mouth were "Have they put you in the Dungeon Masters' Hall of Fame yet?" He had no idea I wrote a blog (or books) or was still gaming; he was just remembering the games of our youth. His own daughters, now in high school, play D&D, but it's a different game from what he remembers (duh) and after long discussion, there was some thought that I might run a game or two for his family to show them what it was like.
  • Had lunch with my old college buddy, Joel, who I NEVER played D&D with (we were balls deep in the White Wolf back in the 90s), but who is now playing Pathfinder 2 on a weekly basis. Ended up having an incredible 3-4 hour discussion about the fantasy gaming hobby, its evolution the last 20 years, and why I'm playing AD&D these days (hint: it's not nostalgia). I think I might have even convinced him to come over to my side of the fence, though he's one of those types that stubbornly maintains it's all about the quality of GM, not system (and perhaps it is, but system certainly helps). At least he remembers my GMing in a positive light.
But here's the real kicker: the last week-and-a-half we've hosted some friends from Mexico in our home. These are very old, very beloved friends: the woman, Heidi, grew up with my wife (they were neighbors as kids) and both she and her husband, Carlos, hosted us in their apartment in Mexico City the first time I visited Mexico (in 1998). They were at our wedding (Heidi was maid-of-honor) and we've watched their kids grow up (their youngest is 21 or 22 now??!). We all get along quite famously, Carlos and I especially (he is fluent in English and we share a passion for beer, music, Star Wars, and American football), despite him being a couple years my senior.

However, I've never had a conversation with him about Dungeons & Dragons...until yesterday. Like, never ever. I think he knows I did the writing thing (??) but usually when we've hung out we've spent our time discussing family or sports or culture or food or beer (these days he is a master-brewer and owns/operates a good-sized micro-brewery in Mexico...one of the few). This trip we've spent a LOT of time talking about beer (he's been touring the local breweries) or the inconveniences of death (his father just died in December and he's faced many of the same estate issues as myself). I mean, he and I have plenty of non-gaming stuff to talk about: Carlos is one of those bright-eyed, intelligent folks who goes through life with curiosity and thoughtfulness and a mind open to discussion and dialogue.

But (perhaps prompted by my wife) yesterday he brought up that his niece "really wants to learn how to play Dungeons & Dragons" and wanted to know what I recommended. Hoo-boy...what a can of worms!

What followed was an attempt to explain one of the world's stranger concepts (RPGs) to our friends in some combination of English and Spanish with a constant barrage of interruptions (er...helpful interjections) from my wife and kids. The strangest bit might have been my non-gamer wife enthusing over how much fun (?!!) the game is and how they (Carlos and Heidi) should try playing as well. Diego even offered to have me run a game for them while they're here (thanks, kid) though my wife told them we could always do it on-line (???!!!) when they returned to Mexico.

[you have to understand that my wife is fairly obstinate in her refusal to play RPGs; and, yes, she's tried them on more than a couple occasions]

Of course, there exists some significant challenges with the lack of Spanish language clones for my preferred edition(s) of the game. Even native English speakers get lost in the complications of a game like D&D (forgetting, missing, or misunderstanding rules)...throwing an English copy of B/X or Labyrinth Lord at a native Spanish speaker (even one fluent in English) and telling them to learn the game and teach it to their friends unassisted is a tall order. Never mind something as convoluted as Gygax's 1st edition manuals.

SO, despite many misgivings, and out of an altruistic desire to be helpful (and an ambassador for the game) I did pick up a copy of the D&D Essentials box set en Español for my friends at the local game shop (let's hear it for WotC inclusivity!). I own a copy of the Kit Esencial (as it's labeled) myself...though in English...and it's not a terrible way to introduce some of the basic D&D concepts. I mean...

*sigh*

Okay, I'll be honest: It actually IS a terrible way to introduce D&D concepts, but it is also the easiest way to do so, when you're talking about young teenagers from a different culture needing concepts (like class and race and hit points, etc.) in their own language. For a game taking place primarily in the imagination and constructed almost entirely from words, it IS "esencial" that the instructions be conveyed in a readily comprehended idioma

And it reminds me again of my own failure to produce a Spanish language retroclone, something I started working on back in Paraguay. Español isn't MY native language, of course, and translation is hard enough without needing to translate fantasy concepts (how do you say "halfling?"). Even doing a SMALL clone (I was using the 40-some page Holmes Basic as a foundation text) is grueling, thankless work...especially when considering the unlikeliness that I'd ever use it myself. Why would I? I already own all the instructions I need in my own (native) language.

But...now...here I am, exactly where I feared back in Paraguay (when my kids were young and I was surrounded by a culture of non-English-speaking, non-gamers): in a situation where I want to teach the game, and without the instructional text to do so. And so I am giving my beautiful friends WotC box sets that feature dragon fights with dragons that have no treasure. NO TREASURE. Does a hoard-less dragon scream "D&D" to you? Does that say "fun adventure?"

*sigh* (again)

SO. I got my friends the box set to give to their niece, which should tide her over till I have something more useful to provide her (at least the thing comes with dice). And I also purchased a copy of the Spanish language PHB (5E) which I will use alongside my son's dust-gathering English copy to reverse engineer RPG concepts and vocabulary for a better (Spanish) basic set. Just something I've put off for too long, considering the culture that shares my life and household.

OH: And to all my Spanish-speaking (and, sure, Portuguese-speaking) readers...you know who you are!...if you have suggestions for already-existing retroclones of "old edition D&D" that you prefer, I'd love to hear about them. Thanks in advance.
; )

Thursday, December 8, 2022

Idaho Deathlands

My plan to write more got derailed by ending up flat on my back with the flu the last three-four days. Just a bad week to be sick (and, yes, now it's hit other family members, including the wife and daughter) what with the in-laws in town and mi suegra's birthday to celebrate. Ah, well. Most of us...including me...are on the mend and the boy's iron constitution has once again proven to be immune to the soft depredations of the rest of us frails.

SO. What am I working on today. Sticking the Desert of Desolation into my campaign world. Specifically in Idaho, in the eastern half of the Snake River Valley, a.k.a the "Great Rift of Idaho." This was a tricky one; not only did I need to find an area of similar size in specifications (the I3-I5 series encompasses a mapped wilderness roughly 110 miles long by 60 miles wide), it had to be an area that could be 1) easily converted to desert, and 2) be bordered by mountainous foothills and broken lands of the type described in the modules. A great sandbox of death, in other words.

Building on my Micronauts-inspired, post-apocalyptic wasteland, the easiest way to get to where I wanted was to look at climate change projections and blow-up the human-made irrigation systems that allowed Magic Valley to transform from an uninhabitable wasteland it was as recently as the 20th century. Knock out the dams and infrastructure and Twin Falls dies in (probably) a cannibalistic apocalypse...especially when you factor in standard D&D monsters looking for sustenance. 

Fortunately (for me), there really aren't that many towns I need to raze /de-populate once you remove the "Magic Valley" issue. Gooding is pretty much the "last outpost" of humanity: 2020 census puts the population under 4,000 anyway, and my campaign generally cuts pop by a factor of seven to ten...well, when I'm not using the 1890 figures (my go-to default). As such, the Great Kingdom of Boise is really the only organized civilization west of the Desert...and it may be more "bandit kingdom" than anything else at this point. 

Well...maybe. Thing is, when doing pop. figures I'm generally looking at post-European settler / pre-railroad for determining what kind of populations my "D&D-tech-level" can support. Because despite the existence of magic, it's a tough ol' world for these fantasy colonists and this ain't no magical Renfair society. Magic-users (um...sorcerers? witches?) are generally feared and/or misunderstood and the "awe-inspiring" bit only holds until you've got a big enough mob of peasants with pitch-forks. Magic (and its counterpart, "high technology") is generally blamed for the current shambled state of 'the world that is;' peoples are trying to make their way without magic, rather than with it. 

What's the stress-level of people living near Hanford? Do you really want a wizard capable of summoning demons living inside your town? Even one claiming to be beneficent? Yeah, clean, nuclear power...totally cool with that, right?

So, yeah. No railroads. Lose the infrastructure it makes possible. Up the temperature a few degrees, add some heavy desertification (possibly helped along by a magic/tech catastrophe a couple centuries prior) and voila!...a setting for exploration and uncovering of ancient, treasure-filled ruins. 

Now, I did say that the Desert of Desolation wilderness is about 100-110 miles long that, even starting with Gooding, doesn't quite take us all the way to Idaho Falls, let alone I-15 and the cities along that route. But, that's actually fine as it helps explain one of the things left unexplained by Oasis of the White Palm, namely where the heck are the slavers of the Sandvoyagers Guild selling their kidnapped victims. Yes, yes, the module tells us that Thurnas Netmaster (leader of the slavers) "is working with Drow allies," from which we might infer that captives are being taken into the UnderDark...except that the presence of the Drow in the desert is patently ridiculous (how the hell did they get there? There are no subterranean tunnels or methods of reaching the UnderDark from the oasis. The slavers own excavation efforts have led them nowhere! And there are no ways for a dark elf to get across the burning sands with their special "Drow gear" intact...the two presented by the module are given nothing in the way of personality, background, or motivation and exist solely to fight and die on the blades of adventurers).  So, no...no Drow. Which means we still need a buyer of slaves. And while the savage centauri are likely to use such captives as a foodsource, I'm thinking of placing a slave-owning/slave-trading nation/culture EAST of the desert...should the players decide to continue adventuring that direction.

After all, I've still got the Slaver series to re-work. And if one needed a place to put the volcano-situated city of Sunderham, well, you really need look no farther than the caldera of Big Southern Butte, some 90 miles east of Gooding and 47 miles west of Idaho Falls...a perfect location for the secret City of the Slave-Lords. 
; )
The adventure to follow....


Thursday, December 1, 2022

Sand Zones, Star Scepters, And Pharoid's Legacy

SO...looking back over my old blog posts, I thought for sure I'd mentioned my love/fascination with Micronauts somewhere. Clearly this isn't the case. I suppose another dive into my personal history is necessary.

My earliest memories of Micronauts are, of course, the toys which for several years (I'm guessing 1977 to 1980 based on release dates) would inexplicably appear beneath my Christmas tree on Christmas morning.

I say "inexplicably" because (as far as I can remember) I never asked Santa (or my parents) for a Micronaut toy ever (at least, not till the very final series) and they were largely off my "kid radar;" I didn't see ads on TV for them (Saturday morning cartoons had not yet started marketing toys via serial tie-ins to children), my cousins/friends didn't own them (so far as I knew), nor did I ever see them in the stores (not that I frequented these regularly as a small child).  In later years, following the first batch's appearance on Christmas morning, my brother and I, now familiar with them, would sometimes pore over the Sears "wishbook," divvying up which Micronauts each of us would eventually own (as we did with ALL toys appearing in such catalogues)...but we never went so far as to actually LIST these, so far as I can recall.

Typical Micronaut
Antagonist
As a matter of fact, this led to tears (on my part) one Christmas morning when I received a Galactic Command Center and my brother received a Star Wars "landspeeder." While the Micronauts base was, by far, the more interesting and useful toy of the two gifts, all my young mind could process was the fact that my brother had received a Star Wars spaceship...and I had not. Where was my tie fighter? Where was my X-wing? Ah, well, I did get over it (even the same day) as children do, and while I have immense affection for all the Star Wars toys and action figures I received over the years of my childhood, the Micronauts, in retrospect, are far more interesting. There are many times I've thought that I'd wished I'd been a bit older when they'd been released so that I'd appreciated them more.

Then again, if I had been older would they have gotten so tightly woven into my subconscious imagination?

If you had asked me, as a child, which was my favorite Micronaut toy EVER, I would probably cite the last one received: centaurus, with his laser crossbow and glow-in-the-dark (removable!) brain. That's a figure I absolutely wanted and asked for...even saw it on a store toy rack before Christmas. And even today, it's still solid...one of the coolest action figures I remember owning. But two other figures stand out as being exceptionally loved and played with by Yours Truly. One was the (original) Acroyear, whose dagger I managed to retain for years, despite being of the age when one loses accessories right and left. The other was Pharoid and his Time Chamber which fascinated me endlessly. I took it with me to Christmas morning Mass (the only toy I ever treated with such reverence) and recall spending long hours just...fiddling...with the thing. Opening the tomb. Putting him in the tomb. Taking him out. Repeat. What was the story of this guy?

Such a weird toy.

[if I had to guess, the Egyptian motif probably had much to do with the fascination. The King Tut exhibit traveled to Seattle in 1978, and was another momentous experience in my formative years]

But regardless of childhood toys, it was the Marvel comics written by Bill Mantlo that really cemented my love of the Micronauts.  I am 99.9% sure I started reading Micronauts with issue #34 (circa 1981) in the middle of the whole "Enigma Force" storyline (guest starring Doctor Strange!). I mean, talk about starting with a bang: mysticism, magic, super science, alien species, drama, betrayal...and, of course, a murderous band of gunslinging adventurer-heroes...all in the desert environment ("Sand Zone") of Aegyptia, with its towering tomb monuments, said to house the giant ancestors of the Microversians.

In addition, there was also Pharoid and Acroyear, Force Commander and Baron Karza. 

Well, whatever. I collected more than a few of the comics during its 50-some issue runs, including several of the back issues...mostly ones that were Micronauts-specific rather than crossovers with the X-Men and such. See, I wanted stories steeped in the lore of the specific IP, strange as it was, weird as it was...and, often, quite "dark" in nature (considering the concept's origin as a children's toy line). Some of those body bank stories...brr, frighteningly gruesome. A lot of body horror in Ye Old Micronauts, even the first issue of "The New Voyages" (the last issue I ever purchased, summer of '84) when protagonist Commander Rann was forced to sever his own hand at the wrist

[and people wonder why I like to make player characters suffer...]

Okay, okay, enough with the nostalgia: why am I writing about the Micronauts? Well, the last few days I've been working with the Desert of Desolation module series (I3: Pharaoh, I4: Oasis of the White Palm, and I5: Lost Tomb of Martek), seeing if there is some way, somehow, that I can twist them into something fun and functional for use in my own D&D campaign.  After all, they ARE just sitting there on my shelf, and I have fond memories of them as a child. Plus, they seem to be...more or less...in the proper "level range" for my current batch of players.

Mm. I won't lie. They're all pretty bad. Or, maybe, "inconsistent" is the operative word. Take Martek, for example: it's got some pretty cool ideas in it. The Cursed Garden. The Abyss. The Moebius Tower. But it's a real stinker of an adventure...just really poorly designed and fatally flawed in several gross ways (the Skysea is AWESOME...but it also one of the easiest TPKs I've ever seen in a TSR module). As well, it is just...missing...stuff. Things to do. Monsters to fight. Places to explore...in a non-linear, nor railroad fashion. There are several "here's a place that the DM can develop...so long as it doesn't PCs too long from the story being told" instances. Why the heck not? Because we're in such a hurry to get onto the next story? 

[probably...considering the absolute dearth of requisite treasure levels in these modules]

SO...interesting concepts/ideas, poor-to-terrible execution...and as with my analysis of I6: Ravenloft, I find that a LOT of this adventure would work just fine for LOWER LEVEL CHARACTERS. There is really nothing "mid-level" about this adventure, save that all the Hit Dice of encounters have been pumped up...to no good end.

FOR EXAMPLE: You don't need these unique "noble class" djinni and efreeti...a normal 10 HD efreet with max hit points would work JUST FINE for characters of levels 3 to 5 (remember also that the MM specifically says there are noble djinni with the same HD as an efreet). You don't need all these 4 hit dice dervishes and air lancers...just make them standard dervishes and nomads of the MM. And these new undead? They're just 8 and 10 hit dice NOTHINGS that cause fear and hit for 1d10 points of damage. Just what the hell are we playing at Hickman? It's not like the treasure count justifies a party of 6th - 8th level!

And remember that whole post about how much water you need to carry? In AD&D (the edition for which these adventures were...ostensibly...written) a cleric receives the create water spell at 1st level. By 5th level (the minimum suggested level for I3: Pharaoh), a cleric with a 16 WIS can cast five such spells per day, each casting conjuring 20 gallons of water per day...enough for some 25 humans. As with my review of I6: Ravenloft, it appears that Hickman's design assumptions are based on an earlier rule set (in OD&D, only a 6th level bishop can create water...and doing so leaves the character without the ability to neutralize poison, cure serious wounds, or cast protection from evil 10' radius). 

[side note: when I ran the Desert of Desolation series in my youth, the party tackled it withOUT a cleric, making the adventure considerably more difficult]

*ahem*

SO...the modules are crap, but they're crap with interesting bits. They're railroads and poorly stocked, but they've got a bunch of maps that ain't terrible. So when I think of how to fix them...to take their interesting bits, and make them both playable and (if possible) more interesting...I keep coming back to the Micronauts and those images from my youth: Giant, upright sarcophagus-tombs. Ancient tech/magic lost centuries before. Techno-bedouins riding giant, domesticated "ostras" (think: axebeak) against horse-headed "centauri" (re-skinned centaurs) in tribal warfare. And somewhere, lost in the sands, a laboratory-temple housing the ghost of Baron Karza, waiting to be resurrected and resume his conqueror's ways.

Lots of ways to spin and 'skin this thing. And probably a lot of ways to do it in a way that doesn't require a large group of mid-level characters. A post-apocalyptic, desert wasteland concealing generational secrets buried beneath riddles, legends, and sand. Sand and blood and treasure. Dig it.

Who needs "Sambayan air lancers"
and "Thune dervishes?"