Showing posts with label rpgs. Show all posts
Showing posts with label rpgs. Show all posts

Tuesday, November 24, 2020

William Hope Hodgson: The RPG

So, here's something I had on Kickstarter which has now arrived: the new rpg based on the Sargasso Sea stories of Wm Hope Hodgson. Called GREY SEAS ARE DREAMING MY DEATH, it draws on such classics as "The Voice in the Night" and "The Derelict" to craft a horror-at-sea game. I've now skimmed this but haven't looked at it in detail because (a) I definitely want to play this but (b) one of the other people in my gaming group may opt to run it,* (c) in which case I wdn't want to know any spoilers. But (d) I may wind up running it if no one else wants to be Captain (i.e., DM).

It looks like one of those games with a v. narrow focus, which is what you want in a specialty themed rpg such as this one. I hope they've captured the theme of doomed pluck that is so distinctively Hodgsonian, while at the same time introducing some more readers and gamers to one of the greats (and one of the most overlooked of authors of his era who deserve to be called great).

It staggers me that forty-plus years on from D&D there's still no rpg based on Hodgson's masterpiece, THE NIGHT LAND.** They've borrowed a few monsters Hodgson's other works (HOUSE ON THE BORDERLAND, the end-of-time NIGHT LAND); a closer look shd tell whether they've successfully integrated this into their late nineteenth/early twentieth century sea setting. One way or the other I'm looking forward to finding out.

--John R.


*This is made all the more probable when I found out tonight that three of the seven people in our Monday night game backed the Kickstarter.


**I initially thought DARK SUN wd be that world but was sadly disappointed to discover it was an uberConan setting instead. 

Tuesday, January 2, 2018

Bad Old Days at TSR

So, a while back I was interviewed for a piece by Ben Riggs of GEEK AND SUNDRY, an rpg website  whose focus seems to range from the era of Gygax days through Third Edition. They were putting together a piece on the TSR buyout and contacting various people who'd been there at the time. My perspective is a slightly unusual one, given that I was there before and after but not during. However, I gave them my uncensored opinion and waited to see the results. And here it is: an article that ranges from the creation of D&D through the collapse of TSR, the buyout by WotC, the 'Open Gaming' license, and the rise of Paizo. I'm not directly quoted but it's nice to see my name among the acknowledgments at the end.

Here are the links to the three parts that make up the piece:


https://geekandsundry.com/the-story-of-dd-part-one-the-birth-death-and-resurrection-of-dungeons-dragons/

https://geekandsundry.com/the-story-of-dd-part-two-how-wizards-of-the-coast-saved-dungeons-dragons/

https://geekandsundry.com/the-story-of-dd-part-three-how-3rd-edition-became-the-mother-of-many-rpgs/

--John R.
current reading: a life of A. A. Milne by Ann Thwaite (1990)

Monday, November 23, 2015

What I Would Have Asked Witwer (What Happened to Gygax?)

So, this past Tuesday I wanted to head up to Elliott Bay Books* and see a reading by Michael Witwer, author of the recent biography of Gary Gygax (co-creator of roleplaying games, and co-founder of TSR and thus the rpg industry).

Several of us** heard about it and made tenative plans to drive up as a group, but our plans all fell through because of the weather: dark, rainy, and with blustery winds (up to fifty miles per hour).

Still, there's one big question I've had for years, which Witwer's book didn't address, that I would have asked, had I been there and had he been taking Q&A: What happened to Gygax around 1982 that broke him as a writer?

Years ago I made up a list of every book and boxed set and sourcebook and module for D&D/AD&D, current up to about the end of 1996, giving the title, author, and date. And in the process, I noticed that for Gygax himself the years leading up to '82 are filled with milestone after milestone: Gygax's work set the industry standard, and pioneered elements in adventure design that have become the models virtually all writers who have followed him in the field have drawn from ever since. But that faltered in 1982 and ceased altogether by 1985. Just take a quick look at the highlights of what he accomplished between '74 and 82 (leaving out most of the collaborative works) :

1974
co-created D&D (with Arneson providing the basic idea and Gygax creating most of the rules)

1975
 co-wrote GREYHAWK, the first supplement to the original core rules

1976
 co-wrote ELDRITCH WIZARDRY, the third supplements to the original core rules


1977-79: creates AD&D, the definitive 'classic' version of the game
  1977
  Monster Manual
  1978
  Player's Handbook
  1979
  Dungeon Master's Guide

1978
The G-series (G1, G2, G3): Jack the Giant Killer comes to D&D, as well as the first linked series of adventures.
The D-series (D1, D2, D3): Gygax invents the drow: elves as bad guys; introduces the Underdark.
S1. Tomb of Horrors. The classic iteration of the killer dungeon.

1979
T1. Village of Hommlet: the default village, the base to launch adventures from
B2. Keep on the Borderland: the interactive dungeon that changes in response to the PCs' activities

1980
S3. Expedition to the Barrier Peaks: not a favorite of mine but beloved of many; the first crossover adventure.
The Greyhawk folio: a minor work in itself but the harbinger of great things: the campaign setting

     1981: almost nothing

1982
S4. Lost Caverns of Tsojcanth (a neglected minor classic): a last hurrah
WG4. The Forgotten Temple of Tharizdun (shd have been a classic but wound up merely minor)

    1983-85: extremely minor

1983
EX1 and EX2: weak parodies of Lewis Carroll.

   1984:  nothing

1985
WG6. Isle of the Ape: weak King Kong parody
T1-4. Temple of Elemental Evil: one of the greatest adventures ever written, but there's reason to think almost all the new material was written by Frank Mentzer, and that Gygax's contribution was limited to the reprinting of T1 and some campaign notes.

   And after that, the wheels really come off the bus.

1987
CYBORG COMMANDO, probably the most disappointing flop in rpg history up to that point***

1992
MYTHUS, a second major flop. Had TSR not given it notoriety by their lawsuits it would have died an embarrassing painful death on the shelf (as witnessed by the next entry).

1999
LEJENDARY ADVENTURES, the third and final flop, after which Gygax basically retired.



So, what happened? How did Gygax go from being the greatest of rpg designers, to tossing off little parodies, to someone putting his name on other people's work? The glory years of 1977-1980 may well have been, and probably were, unsustainable, but the falling-off is more drastic than we wd expect from mere burnout. If it'd been estrangement from D&D after he was shuffled out of TSR (first off to Hollywood and then out altogether), why was there no rebound when he was free to do whatever he wanted? Was it the drugs? The ego, after he had 'gone Hollywood'? Some otherwise undetected minor stroke, years before the major strokes that wrecked his health? Or are editors and collaborators like Mike Carr and Frank Mentzer rarer than you'd think?


At any rate, I think the break is definitely there, though the reasons behind it may remain murky. For my part, I've come over the years to appreciate the classic stage of Gygax's career, and his achievements then, rather than let the latter and much lesser work distract from them.

--John R.


*which is not on Elliott Bay
**including several who had worked at TSR, one of whom had worked with Gygax
***you know it's a bad sign when a review of the game starts with a spirited defense against charges that this is the worst rpg ever written





Thursday, April 9, 2015

Elemental Evil, 5th edition style (D&D)

So, Tuesday (the seventh) was the official release date for the second* mega-adventure for the new Fifth Edition D&D: LORDS OF THE APOCALYPSE, by Rich Baker. I've been looking forward to this since I first learned it was on the way, having (a) been a fan of Rich's work for years** and (b) learned that it was a fifth edition successor/sequel to T1-4. TEMPLE OF ELEMENTAL EVIL, an adventure with a long and illustrious history. There are some (myself among them) who wd give this the nod as the single greatest D&D adventure of all time. It's certainly Menzter's masterpiece, *** his own 'personal best'. Even a decade after its release it was still selling 5k copies a year, simply by word of mouth, before it was deliberately taken out of print. And of course it had superb cover art by the inimitable Keith Parkinson.

That's a hard act to follow, especially when there's already been a 'Return to' back in Third Edition, wherein Monte Cook created a sequel to the original that's also highly regarded, if not quite the legend of the First Edition original.**** I played through T1-4 as a solo adventure, creating an entire party of PCs and running them through as DM, all through what wd otherwise have been a cold, lonely Christmas break  (I know I was fair because I lost a lot of PCs slogging through all the menaces in that Temple). But for RETURN I got to play in a playtest run by Monte himself. Unfortunately, deadlines being what they are, we didn't have time to play through the whole adventure: just the early parts (those set in the updated Hommlet), and in the mines, before the playtest had to wrap up so editing cd begin. I confess to this day I've never read the rest beyond Hommlet and Nulb, in the hopes that someday I might be able to play through the whole thing as a player. The publication of this new version has me finally admitting to myself that that's never going to happen, or at least that the chances of it are vanishingly slim.

So, given that background I was excited to hear that Rich and his team were going to tackle an old classic and give it a new Fifth Edition twist. I admit to being a bit disappointed when I heard it wasn't going to be an update nor a sequel per se but a new adventure addressing the same theme: Elemental Evil. Now that I've got a copy I need to read through this before I can give it any kind of evaluation about how well they pulled it off. The only things that stand out immediately are

(1) unlike the original, which was set against a backdrop that was officially somewhere in the vague world of Greyhawk but was genericized enough to easily drop into your own campaign world, this new adventure is firmly set in the FORGOTTEN REALMS. And I have to confess that, only three support products into the new edition arc (the Introductory adventure, the Tiamat adventure, and now the Elemental Evil adventure), I'm already tired of the FORGOTTEN REALMS, which I think has overstayed its welcome.  I come from the old tradition where each DM (or all the DMs belonging to the same player group) has his or her own campaign world, either creating his or her own adventures or adapting published modules into it with little regard for which TSR world they officially came from. So while I greatly enjoy some of the TSR/WotC game worlds (Ravenloft, Mystara, al-Qadim, and Eberron being particular favorites), I've never been one to ascribe much of a campaign's success to the world it was set in: the adventure itself has always been more important to me.

(2) I'm glad this is a campaign-adventure, a form I particularly like and think brings out the best in D&D:***** starting with low-level characters (1st level is best) and working them all the way up to 10th level or so by the end of the mega-adventure. The game is at its most challenging, and hence for me its most enjoyable, at 1st level, while it's good for those who persevere to receive the award of seeing that character come into his or her own by the end.

(3) My biggest complaint, and it's a biggie: the absence of author's name from the front cover. Or the back cover. Or the title page. The general impression WotC seems to be trying to convey is that all their products are produced by committee. I think it's an impression that serves them ill. The best adventures, and rules sets, et al, bear the distinct impression of an author's personality. Accurately crediting who wrote what is one of the most important things a publisher wants to convey to its audience. It's simple, it's useful, and it's the right thing to do.

--John R.

current reading: this and that
current audiobook: A History of Ancient Egypt
current viewing: RWBY, Howard Zinn documentary (YOU CAN'T BE NEUTRAL ON A MOVING TRAIN)




*we started at TSR the same month (Oct 1991) and I've long considered him one of the best TSR/WotC had to offer: one of the Great Underrated.


**the first having been the HOARD OF THE DRAGON QUEEN/RISE OF TIAMAT two-part mega-adventure by Wolf Baur, Steve Winter, and Alex Winter, which I have but have as yet only skimmed.

***although Gygax's name appears first on the cover, his contribution seems to have been limited to the already-published T1. Village of Hommlet and some notes regarding the subsequent adventure which he turned over to his amanuensis, Mentzer.

****it also ranked in the top ten in the Thirty Greatest D&D Adventures of All Time list, a few steps behind the original, at #4 and # 8 respectively [DUNGEON MAGAZINE #116, November 2004]. The only other 'Return to' adventure that made the top ten was Bruce Cordell's superlative RETURN TO THE TOMB OF HORRORS, at #10, which I think far superior to its original S1. (which came in at #3).


*****other exceptional examples of the campaign-adventure model being NIGHT BELOW by Carl Sargent and RETURN TO THE TOMB OF HORROR by Bruce Cordell, plus (non-D&D) SHADOWS OF YOG-SOTHOTH by Sandy Petersen (et al).



Monday, September 2, 2013

Relics of GenCon II -- ADandD FIFTH EDITION preview

So, as mentioned in my previous post, the other spectacular bit of loot I got from this year's GenCon was the huge ADandD FIFTH EDITION preview, thanks to friend Luis (thanks Luis!). Called GHOSTS OF DRAGONSPHERE CASTLE, this is actually a 140-page adventure*  (which formed the basis of this year's DandD Open at GenCon), followed by 140-odd pages of rules for the new edition.

I've been in a playtest for 5th edition for quite a while now (actually, a sequence of several playtests over two years covering varying adventures with three different DMs), but not written about it here because of the NDA signed by all playtesters. But since WotC has now published a large fraction of said rules, there doesn't seem to be any harm in weighing in on some of the new rules thus made public: expect more posts from time to time on gaming topics arising out of this iteration of the rules-in-progress.

So, what's in this ruleset? Obviously, the rules needed to play the accompanying adventure. This explains the ability scores and bonuses derived therefrom, combat, equipment, healing, and the like. The two largest sections are spells (24 pages) and monsters (almost 50). Of these, the spells given are those for Clerics and Mages from 1st thr 5th level. Probably not the full spell lists even for those levels, but plenty to run all the adventures you want, and enough to see that this initial list, at least, is heavily dominated by the traditional ADandD spells: most of these appeared in the 1st edition PLAYER'S HANDBOOK (though with rather different effects), and even at the same levels.

The largest section of the playtest rules covers some ninety monsters , including such cult classics as carrion crawlers, the behir, giant frogs, stirges, trapper, lurker above, shrieker, and the one I'm most impressed with, green slime -- this last being a kind of touchstone between those who embrace Old School and those who disdain it. No piercer, rust monster, or roper, but then you can't have everything in a limited set like this one, which presumably features only those monsters encountered in the accompanying adventure.  The monster entries are on the long side, in keeping with the tradition of 2nd and subsequent editions rather than the admirable laconity of the old MONSTER MANUAL, but to their credit they don't devote a full page to each monster (2nd edition's worst mistake).

So, what's not here? Obviously, the biggest omission is character creation -- arguably the most important part of any roleplaying game. The pregenerated characters are (1) human cleric, (2) dwarf fighter, (3) human fighter, (4) elf mage, (5) human mage, and (6) halfling rogue. So just from this you can see that the four most popular character races (human, dwarf, elf, halfling) and four traditional core classes (fighter, cleric, rogue, mage) are in place. Too bad they didn't revert from the abomination that is "rogue" back to the simpler and more straightforward Thief, but at least 2nd edition's faux pas shift from cleric to "priest", undone by 3e, has stayed undone. As for the mage, I'm neutral whether character class (a favorite of mine) is called Magic-User (1st ed), Wizard (2nd, 3rd), or Mage (5th): it's all good. Wish I cd say the absence of gnomes here means they'll be dropped like the fifth wheel they are (one of the things the much-maligned 4th edition got right. sort of.), but it's probably only due to streamlining in the specific context of this adventure.

I'm a bit surprised they're planning to keep THE FORGOTTEN REALMS as the default setting; I'd have thought it'd have run its course. Apparently not: like a comic book company's continuity (DC, Marvel) apparently it can reset and carry on; its fans are that invested in their favorite game world.**


THE THING I LIKE MOST ABOUT THIS PRODUCT: old art. They've reproduced a wonderful mix of art from all different eras of the game, including a lot from the three classic 1st edition rulebooks. This is particularly satisfying to me because in my time at TSR, then WotC, and finally Hasbro I from time to time would put into an art order as pick-up to reproduce one of these old pieces, only to invariably have the art director veto it. She felt that the game had come too far and that the work of Trampier, Diesel, and Sutherland wasn't up to her own high standards. I thought the best of the old art matched anything the then-current lot of black-and-white illustrators were turning out. Some of the new ones were very, very good, but then some of the old art had also been very good, as well as evocative of a classic era.  Having lost those fights, it's good to see that old art making a reappearance here and now.

THE THING I DON'T LIKE: it's not a biggie, but I question the inclusion of snarky post-it notes. Some of them are funny, but they have a tendency to Mystery-Science-Theatre the proceedings.  Call it a personal quirk, but it's my belief that MST treatment shd be reserved for dreck -- and GHOSTS OF DRAGONSPEAR CASTLE is anything but.

Now, if only I cd find time to read the adventure itself.

--John R.
current reading: this and that
current audiobook: THE CANON, continued
today's song: "Surfin' Frog" from A TOWN CALLED PANIC
yesterday's game: MYTHOS (thanks Luis, Anne, Sig, and Steve M. for indulging me)
tonight's game: DandD 5th edition.





 *written by the amazing Chris Perkins, long the mainstay of that department and averter of many a disaster, being not only fast but good.

**I've always preferred homebrew when it came to campaign worlds, despite having worked at one time or another on most of TSR/WotC's ADandD worlds: the Known World (Mystara), the Realms, Eberron, Ravenloft, al-Qadim, SpellJammer, bits of Greyhawk, even a brief Planescape adventure. I think DarkSun and BirthRight might be the only ones I never worked on. Of all these, the ones I like best are the ones that offer a really different play experience from the default ADandD world: Bruce Nesmith's Ravenloft, Jeff Grubb's al-Qadim, and Keith Baker's Eberron. ***

***note that both Ravenloft and al-Qadim were edited by Andria Hayday, TSR's editor extraordinaire.




Tuesday, August 27, 2013

Relics of GenCon (I)-- CALL OF CTHULHU 7th edition

So, it's been a long time since I made it to GenCon (not since it left Milwaukee in 2002*), but that doesn't mean I don't enjoy hearing from friends returning therefrom about what New Thing had folks there at the con excited. In addition to the good news that Kobold Press won the Ennie for their Worldbuilding Guide (congr. all around), this year there was much ado about Wizards' release of a massive (288-page) preview of their forthcoming DandD FIFTH EDITION (more about this one in its own post). And, more low-key, this GenCon also saw the release of the QuickStart rules for CALL OF CTHULHU 7th edition. And now, thanks to Anne and Sig (hi Anne. hi Sig. Thanks!), I have a copy of my very own.

CALL OF CTHULHU is famous as one of the best game designs ever, ranking right up there with ADandD first edition (the classic against which all other roleplaying games are judged) and PENDRAGON. Indeed, so influential has Sandy Petersen's CALL OF CTHULHU been that it's led to a renaissance in Lovecraft himself, who was a pretty marginal figure back in 1980/81 when Petersen was putting together these rules: now he's ranked as the most influential American horror writer of the twenties and thirties, maybe even of the first half of the twentieth century.

What made C.o.C. so outstanding is that its rules evoke a style of play that mirrors what occurs in a typical Lovecraft story; you're rewarded for acting like a Lovecraftian character and punished when you behave in non-Lovecraftian ways. Characters encountering eldritch horrors who advance to engage in combat, tommyguns blazing, are likely to die horribly and, what is worse, futilely, while those who scream and run when they see a shoggoth are likelier to live long enough to figure out a way of defeating, avoiding, or driving off the thing.

Better yet, C.o.C. is self-limiting. The longer you play a character in ADandD the more powerful that character becomes, until he or she finally drifts off into the realm of legendary hero (or villain) like unto a demigod. By contrast, in C.o.C. the more you know about what's going on, the less able you are to deal with it. Encounters with Cthulhoid monsters, learning about the Mythos, reading old Tomes, gaining the ability to cast useful spells: all erode Sanity, so that characters who are powerful are inevitably also fragile, until they either go mad or are forced into a twitchy retirement to husband those last few SAN points.

For a game that's been around (and continuously in print, and played) for thirty years, C.o.C. has changed remarkably little. It's also famous for backwards compatibility. While they have made some changes to rules over the years (adjusting the skills list a bit, making injuries slightly less lethal), you can still play the first-ever published C.o.C. adventure (and still the best), SHADOWS OF YOG-SOTHOTH, as is, without any but minor adjustments. Whereas 4th edition ADandD is recognizable as a descendent of 1st edition but clearly not the same game, in the sense that the majority of target numbers, spell effects, monster stats, et al have changed; running a 4th edition scenario with 1st edition rules wd produce chaos.



So, why a 7th edition? Basically because every five to ten years Chaosium brings out a new edition so their loyal fans will buy the core rules again; it's a way to keep the company going, and most of the game's diehard fans end up buying the game again to show their support. This time around, though, they're actually changing the rules a good deal. Why? Well, while there have long been third-party scenarios for C.o.C. released by other rpg publishers (a tradition dating back at least to Theatre of the Mind/TOME in the mid-eighties), recently several new Cthulhu games that don't use the Chaosium C.o.C. rulesystem have gotten a lot of attention (e.g., Pelgrane Press's TRAIL OF CTHULHU). And Chaosium's response seems to be to see if they can make their game a lot more like everybody else's and hope that this doesn't kill the goose that lays the golden eggs -- not in great profusion, but reliably, and for decades.

So, the changes: C.o.C. character stats are v. obviously derived directly from the six classic DandD ability scores: Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma; C.o.C. renames the last of these Appearance and replaces Wisdom with POW (Power: originally 'Willpower' in early editions of the game). To this they add Size and Education. Hit points are not rolled randomly (as in right-minded versions of DandD) but derived from averaging Size and Con. In addition, there are four derived stats important in gameplay: KNOW (=Edu x5), IDEA (=Int x5), LUCK (=Pow x5), and SANity (which starts as Pow x5 but fluctuates throughout the game). Characters also get Skill points to assign to skills like Occult, Library Use, and Spot Hidden, as appropriate to their chosen profession.

In the new rules, they've abandoned the 3d6 ability scores for character stats and replaced them with a percentile system. For the quickstarter, there are no random rolls: you just assign one of the following among the eight stats: 40%, 50%, 50%, 50%, 60%, 60%, 70%, 80%. Mechanically this is the equivalent of having 8, 10, 10, 10, 12, 12, 14, and 16 as your stats, but the new system works through catagories of successes, so once you've assigned each number you also have to divide it twice so you wind up with three numbers: your score, half your score, and one-fifth your score (e.g., POW 80/40/16). That's because you used to roll percentile dice and, if you rolled under your target number, so succeeded. But if you rolled very low, you got a critical success (this mainly applied to combat, where you did extra damage). Now there are four levels of result: failure (you roll over the target number), "a regular success" (you roll under your skill total but above the half-way mark), "a hard success" (you roll under half your skill total but above the one-fifth mark), and "an extreme success" (you roll in the bottom one-fifth; similar to what used to be called an impale). If two characters are directly opposing each other (say, one's trying to push a door open and the other trying to hold it shut), both roll and compare levels of success: a regular success beats failure; a hard success beats a regular success, and an extraordinary success beats a hard success. Whoever has the highest base score wins in the case of a tie. Replacing a straightforward success/failure die roll with a failure/three categories of success roll seems to me a good way to introduce a lot of annoying complications; we'll see how it plays out in actual gameplay.

Both the KNOW roll and the IDEA roll seem to have gone away, replaced by simple 'Edu' and 'Int' rolls (now that those are percentages anyway).  They've also added bonus and penalty dice (copped apparently from the forthcoming edition of ADandD) -- another complication -- and added a rule for 'Pushing', allowing you to retry a roll but at an added risk (e.g., trying to break a locked door down, then 'pushing' to try again but hurting yourself if you fail the second time).  The Sanity rules, one of the most iconic features of the game, still work the same way but now have a different resolution: if a character fails a Sanity check, the Keeper (DM) gets to control his or her next action. If the character goes temporarily insane, the Keeper assigns him or her a phobia or mania OR changes some fact about the character's backstory. An insane character is also prone to hallucinations, which can be fought off with a successful "Reality Check" (clever name, that). The combat rules have been made less lethal and more complicated -- for example, in addition to possibly having a damage bonus (for characters who are large and strong, as in the traditional rules) characters and creatures now have a separate stat called "build" which works like size categories in ADandD 3rd edition grappling rules (alas). Injuries now fall into categories: Minor (flesh wound), Moderate (wound), Severe (that'll leave a scar), Deadly (could kill you), Terminal (will probably kill you), and Splat (very, very dead).

I know it's probably only a feature of the QuickStart's having been hastily put together, but it is mildly amusing that they give four examples of favorite Occupations (Professor, Journalist, Occultist, and Archeologist), and then provide eight sample occupations don't include two of those four (Occultist and Archeologist). The player picks a profession then assigns the following skill levels in those eight skills that go with that profession, plus the ninth score on Credit Rating: 70%, 60% x2, 50% x3, 40% x3. This approach puts more emphasis on Credit Rating, something that in previous editions the Keeper and players could either make much of or ignore outright, depending on their druthers. With the new regular/hard/extreme categories you'll need to generate the half-value and one-fifth value for each skill as well.

The rest of the QuickStarter is devoted to an introductory scenario, and here in a nice nod to tradition they've included an updated version of THE HAUNTING, which I think has appeared in the rulebook for every C.o.C. edition starting w. the v. first. I'm looking forward to running this one soon to see how the new rules work out in practice.

So, on the whole a lot of changes, very little of which looks like a good idea in the abstract. The ruling spirit seems to be change for the sake of change, as if Coke decided brown was an old-fashioned color for a cola and bright green wd be more up-to-date. The categories of success and grapple/build rules look to be problematic, while the new when-you-go-insane rules look promising (I particularly like the 'Reality Check'). Maybe in the full version of these rules they'll even bring back 'Insane insights', a rather fun idea that fell by the wayside after about the third edition. 'Pushing' might be an interesting tool for players and keepers alike, while the bonus dice/penalty dice is just an abomination.

On the whole, more of a departure from the traditional game than any of the previous editions. There's more change in the rules system between the current edition and this one than changes in all the previous editions put together. We'll see how the full edition comes out, but here's hoping they back off on some of these changes before they become official. If no, I suspect a lot of us will pick up VIIth edition, read it, and then continue playing 'classic' CALL OF CTHULHU.

--John R.



*My GenCon attendance was v. much location-based: I never made it to any before they moved to Milwaukee, then attended every GenCon from 1986 through 2002, except for 1992 (which I missed because I was in England, as had been the case with the first Milw. GenCon in 1985), then I've missed all the ones since they moved further east outside familiar territory.


Wednesday, May 15, 2013

St. Gary of Gygax

So, just found out yesterday from a friend about ADVENTURES DARK AND DEEP, an attempt to project what second edition ADandD would have looked like if Gygax had done it. Haven't seen the results yet, but here's their premise:


What if Gary Gygax had not left TSR in 1985, and had been allowed to continue developing the world’s most famous fantasy role-playing game?

Adventures Dark and Deep attempts to answer that question.

We will, unfortunately, never know exactly what it would have looked like, because Gary Gygax did leave TSR in that year, and others took over the job of designing the second (and subsequent) versions of the game. After that unfortunate episode, he was understandably reluctant to give any advice on how he would have carried the game forward.

However, he did leave behind hints as to the direction he would have taken the game . . . 



The short answer to this alternate-world question is easy: If Gygax had not left TSR in 1985, the company would have gone broke in '87 or '86 rather than 1996-97. But aside from that, their premise is flawed, since by 1985 Gygax was no longer writing the books he was putting his name on; that had ceased after about 1982.

Still, it's an interesting mind-experiment, and those curious about where it might take them can see via the following link:

http://rpg.drivethrustuff.com/product/111944/Adventures-Dark-and-Deep-Players-Manual?filters=0_0_0_0_44840


For myself, I'm still perfectly happy with Gygax's masterpiece, 1st edition ADandD, and would gladly play it anytime I could get a group together, were such a thing still possible in this day and age.

--John R.
current reading: PORTRAIT OF JENNIE --Rbt Nathan (1940), J. SMITH by 'Fougasse' (Queen Mary's Dollhouse, 1922)
today's song: "On the Way" from McCartney II.


Saturday, July 14, 2012

A Brief Sad History, Revisited

So, I found out yesterday that my MERP.Con IV guest of honor talk, "A Brief, Sad History of Tolkien Roleplaying Games", is now available online in the form of a one-hour video (actually 67 minute, 58 seconds):


While the text of this has been available online for a long time -- I posted it here in the early days of this blog* -- the actual delivery included many asides and back-and-forths answering questions from the audience. Plus, of course, here you can see something of my show-and-tell, a part of my talk that didn't translate well into the text-only format.

Be warned that there are some technical glitches in the tape, as in a few places where the audio and visual tracks get out of sync, or a few words drop out of the audio track, but these shdn't affect anyone's watching the piece.
Just to clarify one such place: early on there's a place where I talk about Arneson and Gygax that doesn't quite come across: what I said was along the lines that Dave Arneson came up with the idea (for D&D) and then Gary Gygax figured out how to make a game out of it, in the sense of writing rules so that other people could figure out how to play: some skips in the audio track at that point make the sentence a little hard to follow.

Now that we're four years closer to the event of the next Tolkien-based movie, I was interested to see how close my predictions nr the end turned out; close, but not altogether on the mark.

Other than that, I had a great time attending the con, and thoroughly enjoyed writing up the piece; I'm glad to see it made available for those who cdn't be there in Spokane on that hot summer day in 2008.

. . . .

*Here the essay itself, broken into four pieces for easier posting:









Also available is the question and answer

Saturday, July 7, 2012

The New Arrivals (1st of 2)

So, got back from the trip to Pennsylvania* to find three new items had arrived in two packages while we were gone.

The two that came together were two of Steve Winter's little Old School adventures he's written for the North Texas PRG Con held in the Dallas/Fort Worth area each year. I found out about last year's too late to get copies (they're released in v. small print runs and apparently sold only on RPG Marketplace, where I didn't have an account**), but thanks to a head's up from Steve was luckier this time around.

The first, THE TOMB OF AMEMNES (a D&D Basic/Expert adventure) we'd played through a few months back, an Egyptian-themed adventure where the characters explore a pyramid complex (Nithian I think in Steve's original, though we pretty much ignored all that Hollow World stuff). It was a good one; when he ran it, Steve had us jumping at shadows and second-guessing ourselves into assuming the things we faced there were much more powerful than they really were, with no doubt amusing (to him) results when we wound up being caught flat-footed by the real menace. I enjoyed it thoroughly, as might have been guessed, given my love for all things Egyptian (did I mention that we swung by the Carnegie while in Pittsburgh in order to see the Egypt exhibit there? Or that we're hoping later this month to see the King Tut travelling exhibit that's here in Seattle? Or to take in the Egyptology rooms in the British Museum and, I hope, Flinders Petrie's collection in Oxford when we're in England this fall?)***

The second, THE DEATH OF TLANGESHAN, is that rarest of rpg things, an EMPIRE OF THE PETAL THRONE adventure. Such are rare indeed: I can only think of one offhand, published by Judges' Guild; company after company keeps re-releasing the setting books for Barker's strange world,**** but adventures to play in it are vanishingly scarce. I have the original boxed set from The Dawn of Time (1975), though I only got a chance to play it a year or two ago -- where we died in droves; we were lucky that one character (mine) was a minor noble, and hence brought along so many minions that we had enough to keep replacing player characters with. Steve has told me it's inspired by a Clark Ashton Smith story (always a good thing); obviously I haven't read through this adventure yet, since I hope to play it first -- though it might be a while, given the D&D Next playtest and ongoing Cthulhu campaigns.

(continued in next post)

-----------------------------------------------------

*which went fine for us, but seemed cursed for various of our friends we'd gone to see, in that mechanical malfunctions kept befalling them: an airplane that cdn't take off because of a flaw in the cabin door's lock, the so-called 'land hurricane that brought on a total power failure in the DC area (bad news to those on breathing machines with a four-hour battery), and (most dramatic of all) a car catching on fire. While being driven. Makes our oven catching on fire, calling 911, and my using an extinguisher in earnest for the first time seems fairly mild in context.

**which is probably just as well, given the amazing rarities they have up for sale. Things I've only ever read about on acanum.com you can actually buy here, if you (a) have the money and (b) don't have other things you need to spend it on, like rent or a mortgage.

***"one of the greatest collections of Egyptian . . . archaeology in the world", according to their own website.

****which is odd, when you think about it, since players for the setting are practically non-existent.

****I'd hoped we might be able to make it to Lord Carnarven's house (the place where they film DOWNTON ABBEY), to see the goodies he stole from Tutankhamen's tomb that were quietly salted away for decades (as I hear the story, his secret gallery was rediscovered in the 1970s or 80s), but apparently that country estate is hard to reach via public transportation (which makes sense, being a country house).

Thursday, June 7, 2012

Nyarlathotep anime

So, these with a tolerance for silly weirdness shd check this out.

I recently found out there's an anime version of Nyarlathotep with her (yes, her) own series called NYARUKO-SAN: ANOTHER CRAWLING CHAOS.

Now, it's been obvious for a while that Japanese pop culture was pretty well infiltrated by the Cthulhu Mythos, esp. in its rpg form. PRINCESS RESURRECTION, for example, takes as its tag-line the famous Lovecraftian quote "That is not dead which can eternal lie, and with strange aeons even death may die" and has featured Deep Ones and the Great Race, as well as a Serpent Man; the Great Race in particular was obviously directly modeled on the rpg's art. But there the Cthulhu monsters have just been one element among the mix, which has included vampires, werewolves, spirits, can't-keep-'em-dead serial killers, kami (small gods), zombies, mummies, the invisible man, and others.

Here, by contrast, the concept itself is Cthulhu-mythos based -- but with a school-comedy anime twist. The main character is attacked by night-gaunts and rescued by a silver-hair schoolgirl who turns out to be Nyarlathotep -- or, to be more specific, A Nyarlathotepian rather than "The" Nyarlatoptep. She and he are soon joined by a red-haired girl with a terrible pash for Nyarlathotep (or "Nyarko-chan", as she prefers to be known): she is identified as Cthugha (one of Derleth's unauthorized additions to the Mythos). Soon a boy named Hastur (complete with the Yellow Sign) joins the group as well, all of whom have intense crushes on each other (except the main character, who just wishes they wd all go away and let him live in peace). Their mascot is a miniature Shantak -- except the animators misunderstood Lovecraft's description of them as hippocephalic (horse-headed) horrors and so gave them hippopotomos-heads. "Cthulhu" and "Hastur" turn out to be rival console game companies in rivalry over Earth, while the Great Old Ones and Outer Gods are revealed as space aliens (well, at least that's genuinely Lovecraftian) whose interest in our planet is the great anime, manga, and computer games we produce.

The result? Silly, with a dash of fascinated horror at the twists they've put on the material. They're clearly deriving this from the CALL OF CTHLUHU role-playing game, not the original Lovecraft stories: at one point Nyarko tells the main character that yes, she can assume other forms, but that'd reduce his SAN to zero, and we cut away to a quick glimpse of a C.o.C. character sheet. The Yellow Sign associated with Hastur is the familiar image designed by Chaosium. As a show, it runs through the cliches of the school-romance/harem genre in a self-consciously parodying way, plus the quirky Cthulhu overtones. I enjoyed what I've seen of it so far, but definitely not everyone's cup of tea. Purists be warned: watching this will cost you SAN points, and not in a good way. Those with a casual interest in the Mythos shd check this out: anybody who likes both the roleplaying game and anime shd really enjoy it.


Here's a link to Crunchyroll, where you can watch the first nine episodes of the series (so far; they're being added to weekly), so long as you have a strong tolerance for commercials.


For more about the series, see


--John R.
--slouching towards R'lyeh.

Monday, June 4, 2012

D&D Next

So, yesterday I signed up for the D&D 5th edition (now dubbed "D&D Next") playtest and downloaded the playtest packet.

First observation: no character generation rules, just five sample pregenerated characters.

Rateliff's Rule #1: Without character generation rules, it's not an rpg.

That's not a fatal flaw in this case, since this isn't an rpg: it's a playtest document. It's more akin to a crash test dummies car, as opposed to a roadster or sportscar, something you cd actually drive: i.e., designed to find out how certain things will happen in certain circumstances and make adjustments accordingly.

That said, haven't gotten too far in the rules yet, but there's a lot to like here. The characters provided come from the four traditional D&D classes: Cleric, Fighter, Wizard (e.g. Magic-User), and "Rogue" (as they're still calling the Thief)-- and four traditional races: human, dwarf, elf, and halfling.* The six traditional ability stats are all here, and used for more or less traditional applications.**

Two new things so far:
(1) Hit points now equal your Constitution score plus a die roll based on yr character class: d8 (Cleric), d12 (Fighter; an inflation from the traditional d10), d4 (Wizard), and d6 (Thief).

Based on the pregen characters, they've assigned a default value of half for each 'die roll' (e.g., the Fighter has Con 14, a d12, and 17 hp [14+ (0.5x12)=17]), but to their credit the rules are firm on rolling for hp rather than assigning a maximum or average, with a reasonable back-up rule in case you roll really badly. They deserve a thumb's up for that.

So, these rules preserve the long tradition of hit point inflation from edition to edition, but in a whole new and rather interesting way. Don't know if I like it yet --the end result looks to be that characters basically start out at the equivalent of third level so far as hit points go yet with essentially first level abilities -- but they're to be praised for restoring a random element in 1st level hit point generation, which reduces the sameness of too many characters being too much alike in stats.

Rateliff's Rule #2: Randomness makes for a better game; predictability for a diminished one.


(2) the 'Advantage/Disadvantage' rule is new, so far as I can tell (if there was something like this in 4e I certainly missed it). It's another interesting idea, but completely unlike D&D. So, better than the myriad bonuses and penalties that have plagued the system since shortly after 3e debuted, but not quite in keeping with the 'look and feel' of D&D tradition; have to see if its utility overcomes that. I suspect in my own game I'd just drop the advantage/disadvantage rule altogether and leave it up to DM discretion.


Finally, perhaps the best sign of all is the adventure they've provided for the playtest: THE CAVES OF CHAOS, the dungeon-delving section of B2. KEEP ON THE BORDERLAND. This represents a nod to shared experience, since more people have played this adventure than any other D&D adventure ever published: the quintessential dungeon crawl with a workable dungeon ecology and rationale to go with it. I got to write the sequel adventure (RETURN TO KEEP ON THE BORDERLAND) as part of the 'Silver Anniversary' series back in '99, so it's a setting that I have a particular interest in.

Now if I cd only find a gaming group to playtest with (both the groups I signed up with petered out back in February): I already have some wicked ideas of things to throw at them.

--JDR
current reading: D&D NEXT Playtest Rules


*as opposed to, say, the furries with tails and horns that had come to dominate the player character races section of the D&D PH.

**though I'd shift things like jumping a chasm from Str. to Dex.; perhaps less realistic but seems a better intuitive fit (as it stands, the big burly fighter can make that leap but the nimble acrobatic thief cannot).

Monday, April 2, 2012

Ex-TSR

So, a few weeks ago I got an invitation to attend a gathering of old friends, fellow former employees of TSR, in conjunction with 'GaryCon', a small rpg convention being held in the Lake Geneva area. If I'd been in the area I'd certainly have tried to drop by, but two thousand miles is a lot to travel at short notice, especially in a year that looks to be full of trips: to a Tolkien event in Commerce, Texas next month; Kalamazoo the month after; another gathering in mid-summer, a trip to England in the fall, and one to Marquette in October --plus, of course, such trips due to family emergencies as may arise.

Luckily, as Janice pointed out to me a few nights ago (Tuesday, while I was making us some Moroccan soup, the only dish I know how to make that calls for saffron), Bruce Heard has elected to post three detailed day-by-day accounts of the event, here:


and here:


and here:



Looking through these evokes a lot of nostalgia. TSR was a terrible place to work, in that they gave you far more work to do than you could get done in the time allotted, forcing everyone to work evenings and weekends week after week, month after month, year after year (more than one of my co-worker's marriages fell apart under the strain).

But, contrasted with this, it was a great job because you got to work on D&D all day every day, which was amazing: to do the thing you love as your job makes you one of the luckiest people in the world. And you got to work with the most amazing group of talented, quirky, creative, likable, people-who-get-it co-workers you cd ever ask for. People who loved games so much that in addition to working on games all day they played games during their lunch hour in the Games Library; most were also in at least one, often two evening games that meet weekly after hours.

Looking through Bruce's report, I'm glad to see so many people who were my co-workers could make it for the Lake Geneva event: Bruce himself, Diesel, Dale & Cindi, Jeff Easley (shd I mention that editing WRATH OF THE IMMORTALS was my first solo/non-mentored editing job at TSR?), Jim Lowder (the one TSR employee I'd known long before starting at the company, from his Marquette days), Jon Pickens, Lester, Sue, Jim Ward (originator of the annual telling of the story of The Day That Will Live In Infamy), Skip & Penny (Skip and Jean Rabe being the other two TSR employees I knew before starting work there, from my having helped out with RPGA tournaments at GenCon for several years; the first job I applied for at TSR actually having been with the RPGA, a few months before I landed the editing job), Karen, Harold, Dave Wise, and others. There were other people whom I know but who didn't overlap with my time there, like Margaret Weis and Doug Niles; others I've met or at least seen in person but who wdn't remember me, like Mike Carr (the man who knows where all the bodies are buried) and Frank Mentzer and Tom Wham; and still others who remain for me wholly in the realm of legend, like Tim Kask (the original editor of THE DRAGON, and later of his own successor magazine which I quite liked when I discovered old copies of it a decade or so later) and Dave Megarry (creator of the DUNGEON boardgame), Allen Hammack and Jean Black.

As many people as showed up, there are others I'd love to see at such a gathering who seem not to have made it: Slade Henson, Steven Schend, Colin McColm, Andria Hayday (the best editor/developer they ever had), Miranda Horner, Julia Martin, Roger Moore, &c &c. And some who aren't with us anymore, like the late great Dave Sutherland (TSR employee #6), who had seen it all and was full of stories about the legended past. Luckily, some of my friends from the old days I still get to see on a regular basis: Jeff Grubb, Wolfgang Baur, Steve Winter, Steve ('Stan') Brown, and Monte Cook are all in my gaming group, while occasionally but less often I get to see other friends like Bruce Cordell (whose first TSR product I edited, some fifteen years ago now), Steve Miller, & Rich Baker (who started work there just a week after I did but whose tenure there stretched a full twenty years). In the end its the memories, the friendships, and the publications resulting from all that creativity that remain behind. Thanks to Bruce for stirring old memories, but in a good way.

--John R.
--not older than dirt, but definitely paleolithic.

Thursday, January 19, 2012

1st Edition Returns!

So, the best news I heard today is that the original 1st ed. AD&D hardcover rulebooks -- the PLAYER'S HANDBOOK, the DMG, and the MONSTER MANUAL -- are being reprinted. Since this is the best version of my all-time favorite roleplaying game, it'll be good to see it available again after so long. Granted, it's only a limited release according to this article, but for the finest rpg rules set ever written to be back in print is definitely a good thing. And it's also for a relatively good cause, the Gygax project, which is trying to build a statue of the (co-)creator of rpgs in Lake Geneva. Here's the link:


Having only recently learned of the 'Old School Revival', I'd been somewhat baffled that fans of 1st ed. AD&D were rewriting the rules and publishing their own variants of them (e.g., Labyrinth Lord, Lamentations of the Flame Princess), rather than hunting down any of the thousands of used copies of the original books that must still be out there at Half-Price Books and various online sites. Now I find the originals are finally coming back into print, albeit briefly, and I cdn't be happier. I suspect most copies will be snatched up by longtime gamers for the nostalgia, but I hope at least some sets find their way into the hands of younger gamers who decide to give the classic game a try. Here's hoping.

--John R.

Monday, January 9, 2012

Fifth Edition

So, today Wizards announced that work has now officially begun on Dungeon & Dragon's Fifth Edition.* Here's the link:

http://www.nytimes.com/2012/01/10/arts/video-games/dungeons-dragons-remake-uses-players-input.html?_r=1&pagewanted=all

Observation #1: Never thought I'd see the day when D&D news was reported in the NEW YORK TIMES, or FORBES (see below), or like venues. Like Tolkien's having become ubiquitous in our culture, it's a sign that D&D is now mainstream: so many millions of people grew up playing it that it's lost that weird scary outsider tinge that caused us all so much trouble back in the '80s.

Observation #2: My reservations about 4th edition -- which I tried to like but never cd warm to** -- turn out to have been pretty much universal. Having been given to understand from various quarters that I was a troglodyte if I didn't embrace 4e, it's surprising now to see in report after report that mine was the near-universal reaction, not the exception.


As for who'll be writing it, Wizards not only confirmed months of rumors that Monte Cook will be in charge of the project (a good choice!) but went ahead and announced the entire design team:



So it's Monte Cook as lead designer, with Bruce Cordell (yay, Bruce!***) and Rob Schwab (whose work I don't really know, having postdated my time at Wizards). Also glad to hear Miranda Horner is the editor: I don't think they cd have made a better choice.

As for what the game will be like, Mike Mearls (who replaced Bill Slavicsek as head of the rpg group) is saying that it'll be a universal system that's adaptable to any previous edition -- something that sounds good in a pie-in-the-sky sense as a goal but which it's difficult to see how it'd work in practice. I think rather than saying it'll taste like Coke and New Coke and Classic Coke all at the same time, he's suggesting it'll be bottles of carbonated caramel-colored water wh you add yr preferred favorings to. That's not too far off from what 1st edition AD&D (the most popular version of the game ever published) was: a core rule set which people heavily adapted with their own 'house rules'. Seeing how they try to actualize that will make for a fascinating next six months.

Now I need to get signed up for one of those playtests . . .
And keep an eye out for Ewalt's book.

--John R.


*actually ADVANCED DUNGEONS & DRAGONS' 5th edition, the fifth edition of D&D, by Troy Denning (the Black Box/Rules Cyclopedia set), having come out some twenty years ago.

**to the extent that I found myself giving up playing what'd been my favorite game for a quarter-century rather than play "4e", which just didn't feel like D&D. Compare similar reservations reported in the Forbes article about the 5 e announcement:


***one thing I'm particularly proud of in my twenty-year off & on again rpg editing career is that I edited Bruce's first published adventure, THE GATES OF FIRESTORM PEAK. His work was outstanding, even then.

Have to say though I'm sorry to see from this that Wizards still has a Development Team, since it's long been the greatest impediment to their releasing top-quality product. Perhaps its role has evolved since I was there

ADDENDUM:
For more on the big news, cf. the following links. Thanks to Janice, who passed them along to me (along with the ones above), their having originally had been gathered by Miranda Horner:

Wednesday, December 14, 2011

1st Edition: How It Went

So, last Saturday we gathered for the long-planned AD&D 1st edition game. We turned out having a relatively small group (for us): four players and myself as DM (it wd have been more, but deadline pressure took out two other players and a last-minute cold struck down another).

How did it go?

Well, I had a blast. As for the players, you'd have to ask them -- but so far as I cd tell, it went well. I know it was slightly weird afterwards to find out that Janice, who'd gone upstairs with her I-Pad when we started rolling the dice, had been able to follow the game through FaceBook postings taking place during the event.

The scenario I chose was B1. In Search of the Unknown, by Mike Carr. As much as I respect Carr's work putting together the AD&D game,* I'd always had a grudge against this adventure, because it's not playable as published. It contains a map, a detailed history of the place, and a description of each room with some background about its original use before the underground stronghold of Quasqueton was abandoned and became a dungeon. What it's lacking are fully keyed encounters.** Instead there are two lists (not tables, or easily divisible by die rolls), one listing monsters and the other treasure, which the DM is supposed to go through and decide where to place. In short, exactly the sort of things you buy a published module in order to have already done for you.

For this adventure, I went through the room descriptions, altering them freely to match the dungeon I wanted to run (this included moving some walls and doors around as well). Most of the monsters from the original I jettisoned; instead, I went through the MONSTER MANUAL and picked out monsters I thought it'd be interesting to use and then placed them throughout the complex. In my read-through, I was reminded of just how many interesting monsters the game system has jettisoned over the years, so aside from a few classics (skeletons, zombies, giant rats) I deliberately skewed my monster selection to include things like a gelatinous cube, green slime, and a unique monster or two. I also added a few specific treasures (e.g., a nearly-depleted wand of magic missiles) that I carefully placed, relying on Carr's list for minor treasure from random encounters. Finally, to shake things up, I decided one of the lair's two builders had been an Illusionist, rather than the Magic-User of Carr's original; that allowed for a number of effects that misled the party from making the most effective response to things they encountered (e.g., not trying to Turn creatures whose undead nature was disguised by illusions).

The player characters were a mixed group: a half-elf cleric (LG), a human paladin (LG), a half-orc Fighter/Thief*** (CE), and a half-elf Fighter/Cleric (CG) whom we half-jokingly decided cd be his sister. No magic-user, which normally wd have put them at a disadvantage, but the presence of two clerics was actually v. much to their advantage, since unknown to them I'd stocked the dungeon primarily with undead (which seemed to make more sense for a long-abandoned complex than the berserkers of Carr's original, who are apparently guards who have hung around for thirty years or so waiting for their bosses to come back). Menaces they faced included

--a corpse infested with rot grubs (too bad they burned it before finding the wand of magic missiles [7 charges] still clutched in one dead hand)
--an apparently endless stream of skeletons who emerged from secret doors near the entryway to attack trespassers and cut off their line of retreat (they finally, after encountering this four times, to spike shut the doors the skeletons used to reach their ambush points).
--a kitchen in which unseen servants were chopping and slicing up the corpse of the last adventurer to come through.
--a dining room, to which the unseen servants delivered the wh apparently had a decapus in it**** who attacked as soon as they entered. Here I did a switch. In its original appearance (in B3), PCs enter a room and see a group of men around a table attacking a woman with knives with apparent cannibalistic intent. But this is just an illusion, covering up the actual menace: a ten-tentacled monster who tries to gobble up the intruders. I decided to reverse that: in my dungeon, they saw the decapus, which here itself was an illusion hiding a room full of eight zombies. A secondary motive, besides creating a tough fight, was to throw off anyone who'd figured out which module we were playing (given that one of the players, Steve Winter, was already working for TSR about the time the adventure I was using was published back in '81), which was after all a classic. By throwing in an iconic monster from a different adventure, I thought it might muddy the waters -- and for those who hadn't played the old adventures it work just fine as a stand-on-its-own encounter.
--an underground garden overgrown by mushrooms. The PCs pulled back without running into any danger here, partly because the cleric's songbird began to tweet in panic as they entered this area, and partly because some of the mushrooms started hopping towards them,which weirded them out.
--a shrine to Our Lady of Darkness, where a summoned servitor offered them healing if they swore an oath to her goddess. The paladin and LG cleric declined; the other two decided to go for it, and both gained a level (1st > 2nd level) but learned that their bodies wd spontaneously animate as undead when they died. This encounter was to insert a role-playing opportunity into the dungeon, as well as parallel the level-bumping power of some magic items and, indeed, one of the magical pools elsewhere in the original module. And of course to give the party increased odds of survival by having character potentially gain an extra level with its attendant hit points, spells, &c.

There were other encounters and places they explored; unfortunately, we ended up with a total party kill when they decided to take on some monsters they cd easily have avoided (having already learned the monsters activated when someone opened the door but did not pursue intruders beyond the room, they entered the room to take them out). Here was another case in which illusion played a key role -- in this case, hiding that the three humans in the room were actually ghouls. Ouch.


The lesson learned? Despite what you may hear, 1st ed. AD&D is really easy to run. It has lots and lots of rules, but you can ignore most of them; most of them are there to resolve specific circumstances, while the core mechanic is really simple. By contrast, in Third Edition you pretty much HAVE to play it the way it's written; the rules are so interlocked that you drop or modify one at yr peril. And of course Third Edition is so complicated that it's rare to even see a stat block with all the details right . . . but that's a discussion for another day.

It also became clear that Third Edition is a much safer world for PCs. In Third Edition, if your character dies, it's because you did something wrong, and then had really bad luck on top of it. In the normal course of play, that shd almost never happen. In 1st edition, death is always just around the corner, and your character can die at any time, not because you made a bad choice but just because of a bad die roll. Consequently, it takes much more skill to keep a character alive in 1st edition, and working your way up from 1st level to 2nd, then 3rd, &c is a real achievement you can feel proud of.

That this arbitrariness is a deliberate part of the system is shown best, I think, by the Potion Miscibility Table (DMG.119). Faced w. the question of what happens when you drink a potion while a previous potion is still in effect, the simplest solution wd be to just say each takes full effect. Not 1st ed. AD&D, which provides a handy table enabling you to determine if one cancels out the other, if one or the other's effects become permanent, or if the imbiber explodes. It helps show that you're in a weird, unpredictable world where the stakes are high and danger is never v. far away. In fact, I suspect that the style of 1st edition role-playing is alive and well today as the basis for most online fantasy games, far more than any later iteration of those rules or its derivatives.

In any case, having whetted my appetite, I want more, and hope I'll be able to organize another game sometime. We'll see. I know another member of the group has volunteered to run a D&D game, using the third edition of the D&D rules (Moldvay's BASIC and Zeb's EXPERT rules). I always played AD&D, not D&D, so I'm really looking forward to it.

--John R.

*it was Carr, as editor of all three hardbacks (PH, MM, DMG), who seems to have put together the material by Gygax (et al.) into coherent form.

**originally B3. was issued in similar unkeyed format, but Moldvay's re-write fixed that problem, and greatly improved the adventure overall. Unfortunately, B1. was never given the Moldvay treatment; the closest it came was when TSR released the compilation B1-9 IN SEARCH OF ADVENTURE -- which despite its designator omitted B1 altogether, aside from reprinting the maps!

***(he wd have been a Fighter/Assassin but cdn't quite make the pre-requisites)

****cf. B3. Palace of the Silver Princess; it's on the cover (of both the suppressed original and the standard green-cover version).




Monday, December 5, 2011

1st edition

So, this weekend I'm running a 1st edition AD&D game. My thinking was: it's been too long since I played my favorite game, which I also happen to believe is the finest roleplaying game ever published: 1st edition AD&D. CALL OF CTHULHU is a fine game, and it's my game of choice these days, but that's mainly because I didn't make the jump from Third to Fourth Edition. I've played Fourth Edition, and enjoyed it, but it was the camraderie around the table I was enjoying and not the rules system. Even after a year or so of occasional gaming in 4e it never really came together for me: it felt like a miniatures game with a card game overlaid on it, with an optional roleplaying veneer on top of that. Third Edition, for all its faults, was still recognizably D&D. Fourth Edition, for all its virtues, feels more like an attempt to re-create the experience of playing a computer game. It's kind of like a novelization to a movie: a reminder of something you enjoyed rather than something to enjoy in its own right.

So why first edition? Well, consider that it's the most successful roleplaying game of all time. Millions of people played it obsessively for years. And while a good deal of time has passed since then, there's no reason to think the rules won't still work as well as they ever did. Just as there are some books I loved to read back in the day that are just as good as they ever were when I pull them off the shelf now, there are some old classic games that I still enjoy as much as ever when I get the chance to play them. Which isn't nearly often enough.

Of course, it's also true that there are some things that don't age well; once-favorite books that no longer have the same appeal. When I occasionally mention my enduring fondness for the classic game, I'm often told in response that it's just nostalgia speaking, with the implication that the game only gets better with every new edition.

So, let's see. I've got a group of a half-dozen or so who've expressed an interest in playing. I've picked the adventure and am jotting down notes as to monsters, traps, and treasures they may encounter. And I'm immersed in skimming through the PH and DMG to remind myself of the rules, rather than just rely on my memory (it has after all been a few years). Come Saturday they'll bring the characters they rolled up and we'll see how it goes.

--John R.


Oh, and The Wife Says: What's Up with all that Tiny Print?* We must have all had better eyesight back then. --JDR


*i.e., in the orignal PH, DMG, and MM.

Friday, October 7, 2011

It Was Twenty Years Ago Today . . .

So, I thought of naming this post something like "TSR (New Fish, Twenty Years On)", but in the end had to go with the Sgt. Pepper reference.

Today marks exactly twenty years since I started work at TSR, back in the Lake Geneva days. I was one of four new hires that month, so we all had the 'New Fish' lecture together from Jim Ward, the head of our department; my immediate bosses were Steve Winter (AD&D core group) and Bruce Heard (D&D group).

Of the four of us, I started first (Monday October 7th, 1991). Rich Baker and Thomas
Reid started together a week later (Monday October 14th) and Wolfgang Baur started the week after that (Monday October 21st). I suspect I started a week before Rich and Thomas because when the nice lady at TSR called and offered me the job and asked when I could start work I answered, well, that afternoon and the next day are pretty busy; would the day after tomorrow (a Wednesday) be okay? They assured me that the next Monday (the 7th) wd be fine, which gave me the rest of that week to finish up my paper on Charles Williams' best play (TERROR OF LIGHT) for the Huttar-Sckakel collection (THE RHETORIC OF VISION, eventually published in 1996). I was living in Milwaukee at the time, so I cd commute from where we lived on the Lower East Side; I suspect the others got hired on the same day and were given two (or, in Wolf's case, three) weeks to move into the area.

A lot of water under those bridges since then. Rich quickly became one of TSR (& later WotC)'s best designers, as well as at one point a brand manager (of the Forgotten Realms) and novelist in the TSR book line (I recommend his Ravens' Bluff novel, although my favorite of his novels, the BIRTHRIGHT one, never got published in its original form, alas). And now Rich has just completed the unprecedented achievement of spending twenty consecutive years working in the rpg department at TSR/WotC. No one else has ever done that in TSR/WotC's thirty-eight year history,* and there can't be many at any rpg company who can boast a similar record.** Well done, Rich!

Thomas*** went from editing (with the occasional freelance design) to eventually brand manager of the core AD&D line (wh. throughout the early nineties was overseen by Steve Winter, one of the unsung heroes of TSR days), before eventually leaving to work in the computer game industry, like so many others who got their start in rpgs (cf. Jeff Grubb as an outstanding example). Last I heard, he was back in Austin, still working on novels and computer games.

Wolf I see the most of, since we're in the same gaming group (though with the newborn his attendance is mostly in abeyance right now). He became consecutively the editor of DUNGEON and then DRAGON, as well as building up quite a reputation as a freelance designer, particularly of al-QADIM. He was also the first of us to leave TSR, making the move to Wizards well before TSR went on the rocks and eventually leaving WotC in turn before the layoffs started there a few years later. These days he manages his own little rpg empire, Open Design (for which I've freelanced several times), with his own magazine KOBOLD QUARTERLY.

And I, through three distinct stints at TSR (1991-1996), WotC (1997-2001), and WotC/Hasbro (2003-2005), got to work with a lot of great people, many of whom I still consider close friends, and got to work on a lot of great projects, most of which I'm proud to have my name on. And through it all, in what little bit of "free time" I cd manage, I kept plugging away at MR. BAGGINS, which I'd started in earnest just about the time TSR hired me (Taum having died in August, less than six weeks earlier), though in the end I was only able to finish it by working full-time on the thing in the year and a half after I left WotC for the final time. And since then it's been the Independent Scholar route, buttressed by the occasional freelance.


...................................
*Kim Mohan, their managing editor (the final set of eyes who proofreads every rpg product before it goes out the door) has been there longer overall -- I remember he got his twenty year pin not long before I left for the last time in December 2005 -- but he'd had a hiatus, having worked at TSR (where he was the second editor of DRAGON MAGAZINE), left to follow Gygax to New Infinities, and then came back after Gygax's new company collapsed.

**Lynn Willis of Chaosium, perhaps?

***historical trivia fact: Thomas's grandmother is one of the two people who could testify that Lee Harvey Oswald had been in the Texas Book Repository at the time Kennedy was assassinated in Dealey Plaza, having run into him at the soft drink machine as he was making his way downstairs a minute or so after the shooting (the other being Robin MacNeil, later of the MacNeil-Lehrer News Hour, who had a brief exchange with Oswald as the later was leaving the building).

Update: having half-drafted this piece, I fell into one of my not-posting spells that strike every now and then, and so am only now (Fr. 10/14) resuming. In the meantime I've been able to see a few more old friends from TSR days of yore: Miranda Horner, Bruce Cordell, and Monte Cook. Been good to reminisce and catch up a bit on what they're doing now. Many the best thing about working in the rpg industry is the number of really interesting, really nice people you get to meet along the way. --JDR


Tuesday, July 5, 2011

Henri d'Orn

So, I've been having a lot of fun lately with the character I'm playing in our current CALL OF CTHULHU game, one of the SuperGeniusGames adventures being run by Sigfried Trent as our Keeper. While I have a few favorite types I enjoy playing in C.o.C. -- the tenacious private eye (e.g., 'Martin Urnst'), the unscrupulous book/artifact collector (e.g., 'Mr. Damascus'), the Woosterish innocent (e.g., 'Capn. Mercer'*)-- once in a while it's fun to play something out of the box.

Hence my current character, Henry Dorn. Or, as he prefers to be known, Henri d'Orn. Most C.o.C. characters start out relatively normal and, though exposure to the Mythos, become increasingly unhinged as the campaign progresses, acquiring phobias and obsessions and frequent guest status in nearby asylums along the way. Not Henry, who lives in a world of his own right from the start (think Elwood P. Dowd). While others who see him see a street person, in his own mind he's a ranger lord, with all the skills and abilities (and responsibilities) to match. For him, life is one long D&D game (1st-edition, of course), and he interprets everything that happens in those terms. Others might be disturbed by evidence of weird half-serpent/half-human creatures slinking around in elevator shafts and ventilation ducts; he immediately concludes that New York City is currently undergoing infiltration by yuan-ti and that he and his newfound comrades are just the folks to stop it.**

All this has its drawbacks, of course. For one thing, for all his belief that he's tenth level, he's still (this being C.o.C.) just a normal human, with only a handful of hit points. Thus, when he bravely took on a maniac attacking a puppy with an axe, he saved the puppy by getting the axe-head buried in his torso. He survived and is even ambulatory, thanks to First Aid rolls, but he's still wandering around pursuing his Quest when he really should be in some hospital somewhere, preferably one that doles out pain medication with a generous hand. . I suspect he'll not fare well in whatever major encounter ends the adventure; we'll see. In the meantime, he's off in a world of his own that has more plausible interconnections with the real world than you'd imagine.

For those who might be interested, here's Henry's stats:

HENRY DORN (Henri d'Orn, Ranger Lord)
Str 12 Int 12 Wis [Pow] 13 Dex 16 Con 12 Chr [App] 8
13 hp (currently 7) Size 13 +d4 damage bonus
LUCK 65 IDEA 60 KNOW 95 SAN 64
mental status: psychotic schizophrenic
limited druidic spell ability. 'animal companion': Mr. Tentoes***

SKILLS:
Conceal 50 MYTHOS 15 Dodge 32 Hide 80 Listen 90
Nat'l History 80 'Occult' (D&D Lore) 70 Sneak 85
Spot Hidden 85 Track 90 Weapon (bow) 50

SPELLS
Bat Form, Charm Animal, Cloud Memory, Command Animal (dog),
Deflect Harm ("shield"), Dream Vision, Heal, Heal Animal, Shrivelling
("magic missile"), Song of Hastur ("fireball")

His 'Mythos' score reflects his having memorized the eight pages devoted to the Cthulhu Mythos in the first edition/first printing of DEITIES & DEMIGODS -- which means (for example) he knows nothing about Yig and the serpent people but all about Hastur and the Necronomicon. Similarly, his 'Occult' score reflects his ability to find some plausible analogue within the AD&D rules to something he's encountered (e.g., a spell, artifact, or monster). His spell ability is the best C.o.C. analogue I cd come up with for the low-level cleric & druid ability a high-level ranger shd have. You'd be surprised how many times the police try to take your bow away when you're homeless.

The most amusing thing about playing him? How easy it is to fit anything that happens in our C.o.C. game into the 1st edition AD&D rules which Henry uses to understand the world. And how, after three sessions, they're still letting Henry talk to people when they really shd know better.

--JDR

current reading: THE PARGITERS by V. Woolf [1932/1977]

*who, after surviving four and a half years on the Western Front as a balloonist, returned obsessed with zeppelins and convinced that what people really wanted in a post-war world as individual (two-seater & four-seater) zeppelins, setting up dirigible-works on his uncle (Lord Worplesdon's) country estate.

*cf. MONSTER MANUAL II -- which of course he carries around w. him in his backpack, along with the other core 1st ed. AD&D books

Thursday, June 30, 2011

MY LATEST PUBLICATION: Red Jack

So, a few days ago I got word that another piece I worked on is now out: the second installment of Scott Gable's THE FAERIE RING,* which I edited. This one does a good job of showing the eclecticism of Scott's project, going far afield from the usual Celticism of most fey and drawing instead on Japanese folklore (v. successfully, I thought). Here's the link:


--John R.

*(aka the Feyonomicon, part two)

Saturday, June 11, 2011

MY LATEST PUBLICATION: "THE LOST CITY"

So, today I saw for the first time an in-print copy of my latest publication: THE LOST CITY, a D&D (4th edition) adventure that lacks both Cynideceans and Yuan-ti but has plenty to make up for them. Being neither a reprint* of module B4. THE LOST CITY (one of Tom Moldvay's fondly remembered classics or, in this case, near-classic) nor a revisiting of DWELLERS IN THE FORBIDDEN CITY (an early work by TSR stalwart Zeb Cook that introduced Howardesque snake-men to D&D), it's an all-new adventure by Logan Bonner, et al.** I think elements of both precursors found their way into this, though, in the form of the lizard-like folk lurking in the city who behave in interestingly peculiar ways that shd lead to lots of role-playing opportunities (for thems that likes to actually role-play in their role-playing games).

Anyway, it's all-new, 96 pages, 4e D&D from the good folks*** at Open Design/Kobold Quarterly. Here's the link:


Nor is this the only roleplaying credit that shd have been included in the updates I've been meaning to make on Sacnoth's Scriptorium. A few months back saw the release of THE FAEIE RING by Scott Gable, which I also edited:


Actually this is just the Introduction to a much longer work. Originally it was to be ten chapters, of which six are already fully edited; I understand the plan is now to divide this into two volumes, each detailing five Faerie Lords (think the old Ravenloft Darklords each with his or her own realm and you'll get the idea). What I've seen of it so far is really intriguing and well done, with some highly unusual takes on the material that really break away from the fey stereotypes into something much darker and more horrific, on the whole. Hence my own private nickname for it, the 'Feyonomican'

And finally there's one more that's finished but not yet come out: a five-part CALL OF CTHLUHU adventure, RED EYE OF AZATHOTH, in which the characters play through five segments of the same campaign set in five different historical eras: Lindisfarne during the Viking Age, Feudal Japan in the 12th century, Inquisitorial Spain, colonial Roanoke (want your characters to find out what happened to the Lost Colony by being part of it?), and the Wild West. I thought it was a fascinating concept, and used the hook of similar events playing out in wildly divergent places to great effect -- although be warned that the scenarios are quite gruesome, much more so than is usual with C.o.C. Here's the link:




If you pick up any of these three, let me know what you think.
--John R.


*nor updated expansion, a la the Silver Anniversary 'Return to" series, several of which I worked on

**i.e., Logan is the author responsible for the overall project, with Jobe Bittman, Michael Furlanetto, Tracy Hurley, and Quinn Murphy joining him in writing individual chapters detailing adventures in different parts of the underground city; I edited the whole, smoothing out the occasional disconnects between the different chapters.

***hi Wolf! hi Shelly!