Showing posts with label Role-playing. Show all posts
Showing posts with label Role-playing. Show all posts

Sunday, March 17, 2024

50 years of Dungeons and Dragons

No save... but lots of fun.
This is the year of golden anniversaries. On the heels of 50 years of Savage Sword of Conan comes a half century of a game that meant and still means a hell of a lot to me. It’s a game in my past, but I might play it again. Hell, I bought my first comic book/illustrated magazine in 33 years, Stranger Things could happen (<=intentional D&D reference inserted here).

I can’t begin to tell you how much fun I had with Dungeons and Dragons and other role playing games. But mostly, with D&D.

I still have all my old core materials. All/most of the AD&D 1E, 2E, and 3.5 hardbacks, plus Moldvay/Cook B/X and the Mentzer sets through Immortals. Approximately 60 modules, and at least 100 issues of Dragon and Dungeon. Once in a while I take them off the shelf, thumb through for the illustrations and the quirky and rich Gygaxian prose.

D&D was my gateway to the RPG hobby. I don’t know the precise year I began but it was definitely in elementary school in the early 80s. The Tom Moldvay basic set was the first RPG I ever owned. I still own those same battered, careworn books.

I remember playing Traveler in elementary school with the black books during lunch. I was fascinated by the crunchiness of the game and the fact that you could die(?) with a series of unfortunate rolls during character creation. I went on to play other RPGs as well, but always came back to Dungeons and Dragons.

This picture paints a thousand words.
We spent many years not playing “right,” misinterpreting rules and playing Monty Haul ultralevel characters that slew demons and devils and collected artifacts and relics like I collect battered S&S paperbacks. Murder-hoboing our way through The Keep on the Borderlands. But having a blast all the while. I remember the excitement when a magic-user would level up, unlock a new spell level, and spend hours agonizing over whether to memorize “Polymorph Self” or “Wall of Ice.”

Eventually our games got more refined as our grasp of the rules improved. Middle school was a step up. Some of my fondest memories of those awkward years were walking home from school with a few friends where an afternoon of adventure awaited: A ping-pong table with hundreds of painted lead miniatures. I was obsessed with the game at this time, carting off piles of books on family camping trips, vacations, and Boy Scout retreats. I created worlds on lined notebook and graph paper in three-ring binders. I painted miniatures, including a skeleton army. I vividly remember the blast I had running a group through A4, In the Dungeons of the Slave Lords, in which the party starts out as loinclothed prisoners deep in the caverns of the wicked slavers and must rely on their wits and pluck to escape to the surface. 

I even got to play D&D during school, during a Friday afternoon 7th period elective in eighth grade. How cool is that?

As an adult I returned to the game I loved, and played for more than 10 years with a new group of friends  made while rolling D20s together. And lost one of those friends, far too early.

I once wrote to Gary Gygax, and to my eternal amazement he wrote me back. I remain indebted to Gary’s work co-founding TSR and am inspired to pick up a good general history of the hobby, possibly Game Wizards or Slaying the Dragon. If you have any recommendations let me know.

For a while I thought computer RPGs would kill off this great old game. Back in the day I loved games like Wizard’s Crown and Ultima and Phantasie and The Bard’s Tale, but these were in the end fairly primitive graphics-wise, a little clunky in their execution, and most of all greatly limited compared to what you could do at the game table. Which was (and is) essentially, limitless, contained only by the imagination of the players and DM. CRPGs have gotten far better, richer, and freeform since, but that hasn’t seemed to hamper the growth of traditional tabletop RPGs. They seem as healthy or perhaps even healthier than ever, at least from my vantagepoint as a casual observer.

Today (and despite some recent missteps by Hasbro) I don’t believe D&D will ever die. It fulfills a need all humans have, for good company and shared storytelling around the table. 50 years ago D&D was created by enthusiasts who recognized this need and married it to their joint love of wargaming and fantasy fiction. The result was magic. I remain forever grateful.

Monday, September 26, 2022

Michael Moorcock and other Stranger Things

I was OOO (and frankly, only semi-coherent) this past Friday-Sunday, after a sorely needed guys weekend getaway. Me and four other dudes rented a house on Whaley Lake in Holmes, NY, consuming booze and retelling old college stories. Included in the trip was a stop at Darryl's House, a bar/restaurant owned by Darryl Hall, where we took in a wonderful Foreigner tribute band. If you ever come across Double Vision, check them out, they're highly recommended.

As a result I failed to mention my most recent blog post for Tales from the Magician's Skull/blog of Goodman Games is now up: Stranger Things in the Stories of Michael Moorcock.

I hope you like it. I enjoyed digging out the old AD&D Dungeon Master's Guide for this, and my treasured copy of S2: White Plume Mountain.

Friday, December 6, 2019

Michael Moorcock on the airwaves: New interview up on the Appendix N Book Club podcast


I was very pleasantly surprised to discover that one of the podcasts in my regular listening rotation, Appendix N Book Club, recently conducted an hour-plus long interview with Michael Moorcock.
Author of the Elric, Corum, and Hawkmoon stories, along with many other fantasy and science fiction titles including Gloriana and the non-fiction fantasy genre treatise Wizardry and Wild Romance, Moorcock is the only living author left on the famous Appendix N, a list of fantasy authors cited by Gary Gygax as principal influences upon the Dungeons and Dragons role playing game. Appendix N appears in the first edition Advanced Dungeons and Dragons Dungeon Master’s Guide, published in 1979.

Moorcock turns 80 years old on Dec. 18, and it was great to hear him sounding very hale and hearty. He was buoyant, ebullient, and enjoying the discussion.

I knew most of what was contained in the interview, but it made for a wonderful listen. It covered a wide range of topics, including Moorcock informally and casually allowing both Gygax/D&D and Chaosium to simultaneously use his settings and characters for their role playing games, with disastrous consequences (Chaosium threatened a lawsuit against D&D, and Moorcock was never fairly compensated for his work); his (very) early days as a writer and editor of an Edgar Rice Burroughs fanzine; a little about his exchanges with Fritz Leiber in the pages of Amra, and Leiber’s subsequent coining of the term “sword-and-sorcery”; his admiration of Robert E. Howard’s Conan stories and general antipathy for Lovecraft’s works; the general lack of a viable fantasy market until the publication of the unauthorized J.R.R. Tolkien Ace paperbacks by Donald A. Wollheim; his dislike of The Lord of the Rings, which he places in the category of children’s fantasy literature, differentiating his own works as pulp-inspired; and his eclectic Elric influences including the opium cigarette smoking Zenith the Albino (“Pretty much Elric in a top hat and tails, really”). Moorcock reveals that of all his characters, Elric remains the closest to his heart. He has returned to the character again and again over his career, with death of the character no obstacle to penning subsequent stories.

Thursday, November 28, 2019

Of White Dwarf magazine and ruminations on genre fiction

By the Sacred Jockstrap of Robert E. Howard!

Since writing Flame and Crimson I seem to have become hyper-aware of the term “sword-and-sorcery.” It’s everywhere man, sometimes in places where I would not expect it.

Recently I’ve felt a role-playing itch resurface and have been having some fun unboxing a bunch of my old games, supplements, and magazines, enjoying the ensuing waves of nostalgia and wonder. Thumbing through them I’m struck by how often the term “sword-and-sorcery” appears, or makes its presence felt.

For example, a glance at White Dwarf--the UK-based monthly role playing magazine that still holds a very special place in my heart, even though it has morphed into a miniatures magazine—uses the term in the very first Ian Livingstone editorial in issue no. 1 (June/July 1977):

D&D was the first (and still is the best) commercially produced game based on a Fantasy/Sword & Sorcery theme. This together with the ingenious concept of ‘role-playing,’ opened up new horizons in games playing.

So here we have the editor not only mentioning sword-and-sorcery fiction, but distinguishing it as something separate from “fantasy.”

Saturday, March 12, 2011

Ten years of Dungeons and Dragons, Mach II

This May will mark the 10th anniversary of my return to Dungeons and Dragons, all with the same group. I’m not sure how we’ll celebrate the occasion, though we were joking at our last session that we might do something crazy and … play a game of Dungeons and Dragons or something. Maybe we’ll show up in hooded cloaks or armor.

I haven’t posted about RPGs in a long time here on The Silver Key, mainly because I haven’t had a whole lot to say. I never got embroiled in the 4E controversy because our group never made the shift. These days I’m a player, not a DM, and I generally just go with the flow. But this recent article on Salon.com and our impending 10 year anniversary has prompted a few thoughts on why I continue to play and enjoy this uncommon pastime.

This is my second go-round with D&D and the longest unbroken stretch I’ve ever played. Like most folks of my age (37) I started with the Tom Moldvay Basic boxed set, which in 1982 I begged as a gift from my parents. I would have been nine or 10 years old at the time. While the cardboard box is long-gone I still have the tattered red rulebook and my original copy of B2 Keep on the Borderlands, from which I will not be parted even unto death.

Back in those grade school days I played a heavy rotation of games, peaking in middle school. I played mostly D&D with a group of friends but we also occasionally branched out into games like Car Wars, Runequest, Middle Earth Role Playing, Star Frontiers, and Top Secret. Our gaming wasn’t limited to after school sessions and late nights on the weekend, either. My middle school offered Dungeons and Dragons as a Friday afternoon seventh-period elective, for which I eagerly signed up. Yes, we got to play D&D in school! I was typically the DM, refereeing up to 10 rambunctious players at a time. We ran through modules like Pharaoh and In the Dungeons of the Slave Lords and White Plume Mountain with gusto. I remember another group next to us in which everyone was an assassin and they spent the whole game rolling on the assassination tables and killing each other off. It was glorious.

I continued playing into high school but my gaming soon tailed off. Sports, drinking beer, heavy metal concerts, etc. took priority, and I shelved my books. I can recall another aborted 2E session later in high school that didn’t last long.

I dabbled in D&D a little bit in college, playing a few sessions with a gaming club and attending my first con, Total Confusion in Worcester, MA. That would have been 1993 or so. But when I graduated college and got married I shelved my books, possibly for good.

But around 2000 or so my interest in the game was rekindled by the issuance of 3.0, which promised a “back to the dungeon” approach. Around that time I also discovered EnWorld and its “Gamers Seeking Gamers” webpage. Via messageboard and e-mail I arranged to meet with my future DM and another eventual co-player on neutral turf, an interview over beer to ensure we had compatible interests and were not complete lunatic freaks (aside from the fact that we played D&D, of course). When I told my wife I was going off to a smoky local bar to meet up with a strange man to talk D&D she thrust her cell phone into my coat pocket (at the time I didn’t own one) in the event I got abducted. I wasn’t.

With our mutual fears allayed we arranged and played our first game in May of 2001. We’ve been gaming ever since. We’re happily plugging away with 3.5 edition, three book core with a few house rules thrown in, in a long-term home-brew campaign in which our characters recently reached eighth level. We also have another 3.5 game going in the Forgotten Realms, though it’s been a couple years since our last session in the FR. In between we’ve had few one-shots of D20 modern, a couple boardgaming sessions, and even a romp through a 3.5 version of The Tomb of Horrors (which I had to miss, sadly). In general I prefer the older versions of the game because they have far more flavor and are better reads, as I spend more time reading rule books than actually playing. But 3.5 works fine.

I’ve had a lot of fun these past 10 years. Our original plan was to game every other Saturday, but commitments and life in general got in the way. Now we’re good for maybe one Sunday a month.

Like most other role players I’ve given a lot of consideration to the question: why play? If you can get the same experience reading, watching movies, or playing computer games, why play D&D and other tabletop RPGs? What’s the appeal? Why am I still interested in the hobby after all these years?

Here’s my take: What makes RPGs unique is the aspect of collaborative storytelling, entering into a shared space of the unscripted unknown. You’re not reading a novel, you’re creating a story as you play. The tale you spin can run the gamut from brilliant to low brow, from serious to the comically ridiculous. The vagaries of the DM, player decision, and random die-rolls make every game unpredictable.

D&D is rarely boring. I don’t take it too seriously—some prefer earnest, immersive characterization and shrewd tactical play. Me, I like laughing and poking a little fun at fantasy tropes. I enjoy rolling critical hits and also failing saving throws at the worst possible time.

Some of my favorite times are those in which we had to extricate ourselves from our own messes. Carelessly walking into ambushes. Getting swallowed by a purple worm and having to cut myself free. Getting shoved off a bridge by a hill giant and falling onto a rock outcropping surrounded by lava. And so on. At other times we’ve smashed the DM’s big bad evil guy in a round or two and laid waste to his plans, too. Again, you never know what will happen, only that it’s rare to have anything go according to plan.

The other appeal of playing D&D is the out of game camaraderie. Getting together for a session gets me out of the house and among the company of like-minded individuals. We drink a few cold ones, eat good food, talk about books or films, and laugh a lot.

So yeah, once a month I play an Elf. But it’s been a lot of fun.

Happy anniversary guys (and gals).

Friday, August 7, 2009

Of The Hobbit and level titles in D&D

I was listening to The Hobbit while driving to work the other day when this exchange between Thorin and Gandalf impressed itself on my D&D-addled mind:

"But we none of us liked the idea of the Front Gate. The river runs right out of it through the great cliff at the South of the Mountain, and out of it comes the dragon too--far too often, unless he has changed his habits."

"That would be no good," said the wizard, "not without a mighty Warrior, even a Hero. I tried to find one; but warriors are busy fighting one another in distant lands, and in this neighborhood heroes are scarce, or simply not to be found."

Gandalf's lament about the lack of qualified swordsmen in the area immediately got me thinking of level titles in D&D, and why I'm a fan of them. Some people think that level titles are a vestigial organ of an older game and rather silly. Others have remarked that they add color and "fluff," but can be safely dropped. But this exchange proves that level titles are not without a practical function: They allow the relative competency of a PC or NPC to be identified without breaking suspension of disbelief, or resorting to metagame language (e.g., walking into a tavern and inquiring about the services of a 9th level cleric).

To get back to Gandalf's comment, in first edition AD&D a Warrior is a second-level fighter and a Hero is a fourth-level fighter. In AD&D terms, therefore, his comment makes perfect sense, as he implies that an experienced sword-arm (i.e., more than a common, 0-level man-at-arms) is needed if the party has any hopes of entering the front gate of Lonely Mountain. A second-level Warrior would fit the bill. From his comment a reader can also safely deduce a Hero is stronger than a Warrior ("even a Hero," Gandalf says.)

In fact, I would submit that this dialogue may have provided Gary Gygax with the idea of level titles.

Of course, as any D&D player knows, a 2nd level or 4th level fighter is hopelessly overmatched against any dragon, even a younger white dragon, let alone an ancient red such as Smaug (who is presumably of the 11 hit dice, 88 HP variety). But given that Third-Age Middle-Earth is, by D&D standards, low-magic and low-powered, and that an infamous article in the March 1977 issue of The Dragon speculated that Gandalf was only a 5th level magic-user, a 4th level fighter--excuse me, Hero--would be quite a formidable swordsman in Middle-Earth, and a welcome addition to the troupe of dwarves and hobbit.

Sunday, March 8, 2009

My top 10 Dungeons and Dragons monsters


All right, so I'm a bit late to the party on this one, but in joining with the semi-recent spate of bloggers around the Web listing their top 10 favorite D&D monsters, I thought I'd write up mine. Note that this list pertains to monsters published for 1e AD&D.

10. Owlbear. These ferocious beasts are one of those species of monster that, along with beholders and gelantinous cubes, just scream D&D to me. I've always been horrified at the thought of running into a hungry grizzly bear in the wild; imagine encountering of these creatures, 8' or more feet tall and 1,500 pounds of owl-headed malice: "The horrible owlbear is probably the result of genetic experimentation by some insane wizard ... they are ravenous eaters, aggressive hunters, and evil tempered at all times," according to the Monster Manual. Owlbears can be PC killers due to their deadly "hug" (2-16 points of damage that round and every melee round thereafter until the owlbear is killed for the unfortunate character drawn in to its embrace).

9. Ogre. As a player, I always considered ogres a "coming of age" challenge for PCs: These brutes were killers of low-level characters due to their high strength and damage potential, but once able to defeat an ogre your character had accomplished a great feat and had graduated from mere dungeon-fodder. Ogres are also every DMs' friend due to their inherent flexibility, as they are able to serve as lone cave-dwellers, or as hired muscle and encountered with groups of orcs and the like. My current DM uses breast-plated, warhammer-wielding ogres called the Black Hammer as shock troops to supplement orc regulars.

8. Orcus. My favorite demon-lord and probably the most recognizable D&D arch-villain. I never ran or played in a game in which the PCs encountered the Prince of the Undead, but I always liked the thought of him as being at the ultimate end of nefarious plots by evil cults and the like. Goat-headed and grossly fat with hooved feet, he looks like every demon should. And the Wand of Orcus is a great illustration.

7. Frost giant. As a fan of vikings, I always felt a strong attraction to these bearded, horn-helmeted, axe-wielding species of giant. I have a special fondness for G2: The Glacial Rift of the Frost Giant Jarl as a result, which also featured a white dragon and his mate, a white pudding (cool, who knew puddings came in different colors?) as well as the only (as far as I know) published appearance of the dreaded remorhaz (see no. 4 below).

6. Death knight. Fiend Folio gets a lot of flak from D&D fans, and I'll admit it does contain more than its fair share of ridiculous, essentially unusable creatures. But Fiend Folio also had some soaring heights of creativity, including one of my favorite monsters, the death knight. I always liked the fact that only 12 were known to exist, which, like the rare Type VI series of demon, forces the DM to get creative with their use. I used to have a list (long since gone) of names, personalities, and reasons why each of these former lawful-good paladins fell into evil. Armored in black plate-mail and riding on fire-hooved Nightmare steeds, death knights also make for a great visual image. And man, were they powerful--75% magic resistance (and if 11 or lower is rolled on percentage dice a magic spell is reflected back at the caster), plus once per day were able to use a power word of any type and generate a (20 dice!) fireball.

5. Dragon. Although dragons are the archetypal D&D monster, back when I was DMing I never used them much, probably because I was influenced by Tolkien and considered them to be exceedingly rare. I never saw the point in good dragons and prefer the standard chromatic evil dragons, including blue and black. But if I had to choose a favorite I'd go with the classic fire-breathing red, again, probably due to my love of Tolkien's portrayal of Smaug. I still love the mechanics of 1E breath weapon attacks, which did damage equal to the dragon's initial HP. You don't want to fail a save against an 88 HP ancient red dragon.

4. Remorhaz. Man, these things are nasty. A large remorhaz can swallow a PC whole on a roll of 20, and "any victim swallowed in this manner is instantly killed due to the intense heat in the monster's digestive system," according to the Monster Manual. If you touch a remorhaz's back, you take 10-100 damage (sadly I never had a PC do this, but as a DM I always wanted to break out the percentile dice to roll for damage).

3. Hobgoblin. I like orcs but they have too much of a Tolkien connection; Hobgoblins will always be more D&D to me. I fell in love with these creatures in part due to the illustration on the cover of The Keep on the Borderlands and they became my go-to monster for mass attacks. In my campaigns hobgoblins could whip up on orcs because they were more organized and took better care of their arms and armor.

2. Troll. I'm simultaneously repulsed and fascinated by the awful appearance of D&D-style/Poul Anderson-inspired trolls, with their mottled green skin, twisted, muscled limbs, wiry hair, broken teeth, and (worst of all) empty, black, shark-like eyes. Trolls' regenerative properties made for great fights, especially if the PCs fought more than one (it was always fun to have characters scrambling to apply torches to a downed but not destroyed troll as other characters desperately fought a second or third). There was also something chilling in these creatures' capacity to fight up to three opponents at once--I can picture very clearly a clawed arm independently moving to claw a PC at its flank or rear as the troll bites a PC standing at its front.

1. Lich. Outside of the gods or perhaps a handful of unique creatures like the tarrasque, was anything tougher in AD&D than a high level magic user, and, by extension, the lich? Access to a arsenal of powerful high-level spells is what makes this monster such a fearsome opponent. Combine the spell-casting power of an arch mage (18th-plus level MU) with an undead, magic-resistant body, and a supra-genius mind which has centuries or millennia to plan its schemes, and you've got a receipe for toughest creature in the game. I always thought that the lich encounter in Descent to the Depths of the Earth, if played correctly, could/should probably serve as a TPK. I mean, the thing had access to limited wish and time stop--enough said.

Sunday, January 11, 2009

More on Tolkien and RPGs

I’d like to take a moment to comment on a great post over at Grognardia which celebrates the birthday of J.R.R. Tolkien and explains some of the reasons why his works are generally avoided, save for their surface trappings, by those playing older editions of D&D. I largely agree with what author James Maliszewski has written there.

In this vein I’d also like to comment upon another related topic that I have personally encountered, either in person or on various RPG message boards. This being that LOTR is too “high fantasy” and not bleak or bloodthirsty enough for the kind of D&D they enjoy. These folks’ campaigns are “serious,” avoid nonsense like “hobbits and elves” and “epic quests,” and don’t have “happy endings” like The Lord of the Rings—or so I’ve been told.

I’m going to climb on a soapbox for a moment here and state that these arguments betray a deep ignorance of Tolkien’s source material. Now, some of these people have read The Hobbit and/or The Lord of the Rings (though I’m frequently surprised by the number of gamers whom I’ve encountered that have not). In some cases they’ve only watched Peter Jackson’s films. Very few of these critics, apparently, have read any deeper.

Now, I’m not being a Tolkien snob here, and I will readily acknowledge that you can enjoy The Hobbit and The Lord of the Rings as standalone works. Millions of readers have and continue to do so. I did it for years myself. But there’s something to be said for digging deeper and getting at the "why."

James at Grognardia deserves praise for his continued exploration of “the history and traditions of the hobby of roleplaying” (as he describes the purpose of Grognardia). He continually reminds his readers that we cannot claim to understand why OD&D and 1E AD&D are the games they are without understanding their source material, which includes pulp fantasy and authors like Howard and Leiber, Vance and De Camp. These were the authors that informed and inspired Gary Gygax, author of D&D, as he wrote the game.

Now, you can play and enjoy OD&D and 1E AD&D without having read the pulps, and millions have. But before you attempt to “fix” their mechanics or declare them “unfun,” you should make an effort to understand why these games are written and function as they do. The authors of fourth edition D&D, for example, apparently have either not read these works, or have but decided to base their mechanics on other sources.

Likewise, you cannot dismiss Tolkien out of hand without at least making an effort to understand the roots and foundations of The Hobbit and The Lord of the Rings. These sources include The Silmarillion and its associated tales and myths (i.e., The Children of Hurin, Unfinished Tales, and The History of Middle Earth), which in turn were inspired by northern mythology.

The history of Middle Earth (its legendarium, as Tolkien called it) was Tolkien’s true love and the work of his life; Tolkien began laying down its origins in 1914, decades before The Hobbit and LOTR. He frequently returned to this legendarium as he wrote those two books and spent the latter portion of his life revisiting his broader creation. It was Tolkien’s great regret that these foundational stories of Middle Earth never saw publication (during his lifetime, of course); Tolkien’s letters and biography reveal his disappointment when publisher Allen and Unwin rejected much of what we know now as The Silmarillion, which Tolkien sent in for consideration following the success of The Hobbit. Stanley Unwin had asked Tolkien for a traditional sequel to The Hobbit, but what he received was very, very different.

These and other sources prove that Tolkien’s greatest love was his legendarium and the northern myths from which he derived inspiration; I would argue that “old school” RPGers who deride Tolkien for being too high fantasy/high medieval/a feel good escapist may feel differently if they spent some time on the origins, tales, and the deeper “whys” behind Middle Earth. Tragic and bleak are a few of the words I’d use to describe these sources. But they’re also a great read and loaded with cool ideas and campaign hooks. In fact, some of Tolkien’s gaming critics who choose to do take a closer look may feel inspired to create a gritty AD&D/Warhammer/Basic Role Playing campaign based on the First Age of Middle Earth.

Who knows—it might make for a heck of a fun game.

Wednesday, August 6, 2008

Three reasons I'm staying out of the 4E fray

So for all the hype, wailing, gnashing of teeth, criticism, and praise I've seen heaped upon the newest version of Dungeons and Dragons, I've yet to join the fray. Why? I haven't so much as glanced at a single page of the 4E rules, let alone purchased a copy.

Until now I've kept up with each new iteration of D&D: Starting with Moldvay basic back in 1981-82 or so, I played that for a short while and then switched to AD&D 1E, dabbled briefly in 2E, went on a prolonged roleplaying break, then resumed playing again in 2001 after picking up 3E. Currently I play in two 3.5E campaigns with the same group. So basically, I have purchased at least the core books of every edition of D&D that TSR and WOTC have published since 1981. It stands to reason that I should own a copy of fourth edition, at least for the curiousity factor. But I don't.

Why? I'm not sure myself. A touch of apathy, perhaps. But more likely its due to the following three reasons:

1. 3E is far from played out in our group. Our group has alternated two campaigns for seven years or so, but with our busy schedules we probably average one game every three weeks. In this time I've managed to advance one character (an elven ranger) up to level six, and another character (a human figher/rogue) up to ninth level. That's it. Not only have we not played a truly high level campaign, but we haven't even tried out all the character classes. Heck, I've never cast a spell in anger in 3E.

2. From what I've read, 4E seems like a pretty radical departure from the D&D I know. It still sounds like fun, just a different kind of fun: A lot more like a tactical miniatures exercise than past editions. Since I like miniatures games--and enjoy breaking out the battlemat in our 3.5 game--I'd probably like playing 4E. But whether or not it would scratch my D&D/roleplaying itch remains to be seen.

3. Wizards of the Coast's business strategy to release a regular stream of "core" rulebooks. This is the one that really irks me. Our group has gotten 7+ years of enjoyment out of 3E playing nothing but straight three book core, with all classes taken right from the Player's Handbook. I'm a bit uneasy about having to buy a stream of "core" player's handbooks to keep up with the rules. This may not bother hard-core D&Ders, or folks who want maximum character options, but for casual/occasional gamers like me it's a major turn-off. For example, I enjoy purchasing modules, but if they can't be used unless you own multi-volume core rules I won't be bothered.

Thursday, July 24, 2008

Pendragon: The holy grail of RPGs remains beyond my grasp

Question: What is the secret of the Grail? Whom does it serve?

Answer: Greg Stafford's Pendragon.

My experience with role-playing games is probably the same as that of your average gaming joe: 95% of my total hours in the hobby consist of playing D&D in all its various incarnations. The other 5% includes a smattering of Runequest, Top Secret, Star Frontiers, and Call of Cthulhu, along with a few one-shots here and there.

Now, I'm not complaining about this imbalance. D&D has served me well over the years as my go-to game of choice, and will likely continue to remain in that role going forward. But that doesn't mean that, from time to time, I don't ponder the alternatives. There is no one-size fits all RPG, D&D included.

Specifically, the one game that I have on my shelf but continues to elude me is the incomparable Pendragon, written by Greg Stafford. With all due respect to other great past and present RPG manuals, Pendragon is arguably the greatest read of them all, at least in my experience. To behold this game in all its glory is to see the art of role-playing at its pinnacle of development. It is, in my humble opinion, the Holy Grail of gaming.

Someday I hope to do more than read Pendragon and actually get to play it or run a game. But for now it remains as elusive as the Questing Beast, and my prospects for playing are as bleak as the Waste Land.

But I have often thought that, in the hereafter of our lives, when I owe no more to the future and can be just a man, that Pendragon and I may meet. It is a dream I have...

But enough Arthurian references. Beyond my hopes of one day playing this great game, below I've laid out reasons why I think Pendragon has remained both an obscure, yet simultaneously long-lasting (currently in its 5th edition) and remarkable RPG.

Reasons Pendragon is not popular

Note that I don't necessarily consider any of the following list to be drawbacks, merely speculation as to why Pendragon never truly took off as a popular RPG:

It's not D&D. This is the big one. The RPG "industry" serves a niche hobby, and D&D/Wizards of the Coast is the 800-pound gorilla in the room. There's not a lot of room for other games--trying to find D&D players can be challenging enough, but locating groups willing to try out other, obscure RPGs like Pendragon? It's the modern-day equivalent of finding the Holy Grail.

You're "stuck" playing knights. In my opinion this is actually a feature, not a bug. Pendragon's rules are built around knights--their training and upbringing, their chivalric traits and characteristics, their pasttimes (hunting, falconing, attending tournaments, etc.), running their manor, and more. In fact, in the latest edition of Pendragon, unlike past editions, you are limited to playing a knight only. This knight-only focus may preclude a breadth of options, but the depth of experience is remarkable. Unfortunately, players who want to play wizards, clerics, or Conan-like barbarians are out of luck.

It's deadly. The combat mechanics of Pendragon are not conducive to "rinse and repeat combats" like those found in D&D. Hit points are a fixed characteristic, and if you suffer a major wound you're in trouble: You can only fight on with great difficult, and likely it will be end of the combat and perhaps the adventure. You may even experience permanent negative effects from the wound, including statistical loss. I can understand why this isn't everyone's cup of tea.

It's not "high fantasy." While the Arthurian myths share a lot in common with high fantasy, they also diverge sharply from its most traditional "Tolkienian" conventions. So does Pendragon. You won't find magic swords and scrolls lying about in Pendragon games, unless they are rare and wondrous artifacts. Monsters are very rare (and suitably monstrous--you don't want to tangle with a giant). Magic is mysterious and extremely unpredictable--so unpredictable, in fact, that the GM basically "makes up" what happens. It's also the exclusive province of NPCs.

More to the point, the Arthurian myths don't always draw clear high fantasy divisions between good and evil. There are no cruel fantasy races (i.e., orcs) that can be slaughtered without compunction (although wicked mantichores, dragons, and giants do make the occasional appearance). And "evil" is hard to pin down: Is Launcelot and Guinevere's betrayal "evil," or simply an understandable failing of their human nature? Even Mordred can be seen in a sympathetic light.

Death is inevitable. If your character doesn't die on the battlefield, old age will ultimately claim him. A cool feature of Pendragon is that each "adventure" is assumed to take a year, as PCs have to return to their castle to tend to lands and business and enter a period of rest, recouperation, and character growth called the Winter Phase. Aging is a part of the game, so if you're not prepared for character death, you had best look elsewhere than Pendragon.

Reasons Pendragon has lasted, and should be more popular

The above "drawbacks" aside, Pendragon's brilliance is undeniable, and below I've listed a few of the reasons why:

It's brilliantly researched. Greg Stafford is steeped in Arthurian myth and it shines through in Pendragon. He built the game to simulate the acts and deeds and tales described by Malory and T.H. White and Geoffrey of Monmouth and Chretien de Troyes, and in my opinion succeeded.

It has a singular, sharply-defined focus. Related to point #1 above, Pendragon is not an amalgamation of Tolkien and Howard and Lieber and Moorcock. It is about Arthuriana. You know exactly what you're getting and the mechanics and rules are built to serve that purpose. Generic fantasy games, with their kitchen sink approach, may have more breadth and options than Pendragon, but that approach has its drawbacks, too. For example, in D&D each player brings with him or her a different expectation of the campaign world and style of play. Also, it isn't the best game for accurately depicting actual heroes from fantasy (what is Gandalf, exactly: A fighter? A wizard? A paladin, perhaps)? You don't have this problem with Pendragon: It allows you to create heroic, passionate knights, and is damned good at it.

It possesses a great game engine. Pendragon is built with the nuts and bolts of basic role playing (BRP), a "D100" percentile system designed by Stafford and fellow game designer Lynn Willis. BRP was originally used for popular and well-designed game systems Runequest and Call of Cthulhu. Pendragon adds to the BRP engine traits and passions, which inspire and support role-playing through mechanics.

It has potential for epic, generation-spanning campaigns. There are some great scenarios published for Pendragon which can be played rather like a D&D module for an evening or two of entertainment. But the game is truly meant to be enjoyed as a decades and even centuries-spanning mega campaign. Characters are born, become squires and knights, fight and die or die of old age, and give birth to the next generation. The Great Pendragon campaign (a Pendragon mega-supplement whose cover I've pictured here) spans 81 years, including the rise and fall of Camelot/King Arthur, great wars and invasions, and mighty quests. Weapons and armor evolve over time from simple chain mail and spears and swords to halberds, morning stars, and gothic plate. Although it's an overused term, Pendragon campaigns are truly epic in scope.

Its inspired by amazing source material. Others around the Web have recently noted that the older editions of D&D succeeded in large part because of the flavor and character they picked up from the fantasy fiction roots upon which they are based. I can't argue with that, but I also note that no game can rival the rich tradition of literature that serves as the foundation for Pendragon.
Although the number of fantasy fans who have read Tolkien or Howard, or Leiber or Dragonlance, likely far outnumber those who have read Malory or T.H. White, everyone knows at least the basics of the Arthurian myth. The legends are timeless. Pendragon is drawn from the tales of Camelot, the shining kingdom illuminating dark ages Britain and the wild Forest Sauvage; the sword Excalibur, drawn from the stone; Stonehenge and druidism; evil knights and bandits that need to be quelled; tournaments and fair maiden's hearts and favors to be won; mythical quests for rare artifacts to undertake; invading armies to be fought; kingdoms to carve out and win, and, eventually, to fall into ruin. This is the stirring stuff of Pendragon.

In summary, take up the quest that is Pendragon. I'll be waiting.

Thursday, July 10, 2008

Tomb of Horrors: A D&D classic, or an unplayable deathtrap?

The iron men of visage grim do more than
meets the viewers eye
You've left and left and found my Tomb
and now your soul will die.

It's the module whose name sends chills down the spine of any serious D&D player. Chock full of spiked pits and other assorted death traps, dead-ends and false finishes, and a final encounter against a nearly invulnerable creature that can kill a PC every round, it's notorious as a character-destroying meat grinder, and the epitome of old school D&D. Those who (claim) to have played and survived it wear their experience like a Purple Heart.

I'm writing of course about S1: The Tomb of Horrors, as penned by the late, great Gary Gygax. What I'd like to know is whether anyone has ever legitimately played through this module and lived. I just don't see how it's possible.

My own experience with this module is non-existent. In the interest of full disclosure I've never played or DM'd the Tomb, and for most of my life I didn't even own a copy. But the information I gleaned about it online over the years simultaneously intrigued and scared the crap out of me. I knew I had to eventually get my own copy.

A couple years ago I had the fortune to find and purchase a used copy of the legendary S1 at a local gamestore. My reaction upon reading it was: Holy Shit, you can never play this, straight up and legit, make it through the tomb, and come out alive. By legit I mean playing without any foreknowledge of the killer, no saving throw, instant death traps that litter the tomb of the demi-lich. That's very hard to do nowadays: It seems like everyone at least has a passing familarity with the module, due to the internet and the fact it's been around for 30 years.

S1 strikes me as the ultimate stand-alone scenario. Even though Gygax placed it in the World of Greyhawk and provided a backstory, The Tomb of Horrors really cannot be part of any long-running campaign. Unless your players are the type who don't mind watching their carefully-crafted 13th level fighter--built up through years of hard-fighting and treasure gathering in memorable campaigns--slid into a molten lava pit to die screaming with no save, they're probably going to end up angry. In the Tomb you can be sucked into Acererak's eye (annihilated with no save), crushed flat beneath the roller of a massive stone juggnernaut (death, no save), turned into green slime (no save!), and generally snuffed out of existence in a million other ways.

This leads me to believe that S1 is not intended as a serious module, but rather a strange and amusing artifact to be read and put back on the shelf. Or perhaps it was written as a means to punish cocky players.

Despite its propensity for killing PCs, I do think The Tomb of Horrors has plenty of merit and deserves a place of honor in any serious D&D player's collection. The reasons include:

It's amazingly well-written and illustrated. It oozes flavor. Gygax was on top of his game here. Here's a good example:

The mists are silvery and shot through with delicate streamers of golden color. Vision extends only 6'. There is a dim aura of good if detected for. Those who step into the mist must save versus poison or become idiots until they can breathe the clean air above ground under the warm sun.

In addition, the Tomb of Horrors comes with a beautiful 20-page illustration booklet, containing 32 illustrations showing various features of the Tomb. If you're a fan of old-school art this alone is worth the purchase.

It's a marvel of economy. Outside of the illustration booklet the module itself is a dense, compact 12 pages, which includes pre-rolled PCs! Pretty amazing.

It's hard-core and the essence of old-school. Gygax writes at the outset what could be a treatise of old-school gaming. He states the following: This is a thinking person's module, and if your group is a hack and slay gathering, they will be unhappy .... it is this writer's belief that brainwork is good for all players, and they will certainly benefit from playing this module, for individual levels of skill will be improved by reasoning and experience.

Later on, he adds as a tip for running the module: Read aloud appropriate sections, but never give any additional information which player characters would have no way of knowing, and avoid facial expressions or voice tones which might give helpful hints or mislead players. The real enjoyment of this module is managing to cope, and those players who manage to do so even semi-successfully will appreciate your refereeing properly and allowing them to "live or die" on their own.

In other words, S1 challenges the skill of the players, and not the abilities of the PCs.

And what a challenge it is. So again I'll ask: Has anyone played through S1 and lived? Or is the Tomb of Horrors widely regarded as simply not a "serious" module?

One other interesting sidenote to the Tomb of Horrors: Inside it says that it was originally used as a tournament module at Origins I (which is probably the ideal way to play it). Me, I would kill to enter a time machine and watch a few sessions of that.

Saturday, June 28, 2008

Taking the Lamentations of the Flame Princess challenge

Over at Lamentations of the Flame Princess, James Edward Raggi IV has asked the blogosphere to take up the gauntlet and list the media influences that impact their D&D campaigns. This is a difficult one for me as I'm not currently running a game, but am involved as a player in two long-term 3.5 campaigns.

However, I can't resist taking up the challenge and listing those sources of media that have the most impact on my line of thinking re. RPGs, and perhaps will one day make their way into a campaign run by yours truly. So here goes:

Heavy metal. I think I could write an epic, years-spanning campaign based off nothing except for Ronnie James Dio song lyrics. Hell, maybe I'll do it some day. I'd throw some Manowar in, too.

J.R.R. Tolkien. Tolkien is my favorite fantasy writer so there's no way he wouldn't make an appearance on this list. If any clowns out there actually think Tolkien is "soft," please pick up The Silmarillion and tell me otherwise. There's brutal fate, awesome battles, evil and death enough in those tales to sate even the most Nordic-influenced reader. And who hasn't imagined Moria during a dungeon-crawl sequence, or Smaug when role-playing a red dragon?

Robert E. Howard/Conan. This includes not only the writings of the man himself, but also the great Savage Sword of Conan adaptations of his material. Vine-choked ruins of lost civilizations, corrupt, decadent, wealth-choked, whoring cities, pirates, dark and wild magic, what's not to like?

Bernard Cornwell. Cornwell is a great grim and gritty, historically accurate writer in the midst of a great series called the Saxon Chronicles, which are a must-read if you like dark ages warfare. Shield walls, Viking coastal raids, etc. would all make their way into my campaign.

Malory/King Arthur. I love the old tales of the round table, particularly the holy grail stories, the evil Morgan Le Fay and Mordred and the corruption at the heart of Camelot, a shining kingdom creating a circle of light in the dark ages, and the themes of the rise and fall of kingdoms.

Gary Gygax. Every page of the old Dungeon Master's Guide and Player's Handbook ooze inspiration and ideas, like some great, musty old tomes of lore. I also love Greyhawk and most of his modules, in particular Keep on the Borderlands, the Giants/Drow series, and his work in the S series. Gygax would definitely be at the heart of my theoretical campaign.

And with that list, I'll see you all in a week or so. I'm off on an internet-free vacation for a week or so. Take care all!

Saturday, June 14, 2008

Welcome to the Hall of Fire: My theoretical RPG/book store

I think it's every gamer's fantasy to own his or her own game store. For me, it's one of those idle "wouldn't that be cool" thoughts that creeps into my brain from time to time. Also, whenever I visit game stores, I can't help but think how much cooler I could make them, given enough time and money.

Unfortunately (or fortunately perhaps), I've learned just enough about the reality of store ownership to keep that fantasy in the land of daydreams. A guy in my current gaming group used to own his own store and, from everything he's told me, there's absolutely no glamour involved and even less profit. Plus there's long hours, shoplifting, and that smelly dude who spends the whole day hanging around without ever buying anything.

But despite my better judgement, I still think that, were I to ever hit the lottery, I'd open up my own role-playing/book selling sanctuary (after I returned from that six-month trip to Europe, Asia, and Australia). Flush with cash, I'd open up a paradise on earth for like-minded individuals who share my passion for RPGs, books, movies, and other nonsense.

Since this is an exercise in sheer make-believe, my theoretical game store would offer much more than just a clean, friendly environment with a wide selection of merchandise. I'd make it a fantasy-lovers paradise, an over-the-top den of merriment and madness like a modern day Shadizar. I kind of like the name The Hall of Fire, which is taken from the elven hall in Rivendell where stories are told, verses recited, songs sung, ale and wine drank, and past glories relived.

Here's what you'd might see in the Hall of Fire:

Fantasy/medieval architecture. I'd pay a mason to make the front of the building look like a medieval castle. Or maybe I'd just hire an architect to build a room-for-room replica of The (pre) Ruined Moathouse. The entrance hall could look like the entrance to Acererak's Tomb of Horrors and another wing would be a classic Viking mead-hall with a long fire pit running down the middle.

Armor, weapons on the walls: I'd have suits of armor on display and shields and crossed swords and spears on the wall. Just for show of course, but in case of a possible break-in I'd keep at least one axe razor sharp.

A clean bathroom. A must of course, and the toilet paper would be printed with Jack Chick tracts.

Role-playing games, and lots of 'em. Duh. However, unlike most hobby stores that only stock the latest version of D&D and perhaps Exalted or GURPS, I'd keep a copy of every role-playing game in and out of print I could on the shelves, from Runequest and Lords of Creation to Toon, Top Secret, Boot Hill, Chivalry and Sorcery, Star Frontiers, and Marvel Super Heroes. The Hall of Fire could double as a research library for RPG scholars by the time I was done stocking it.

Board games/wargames. Axis and Allies? Wooden Ships and Iron Men? Squad Leader? Revolt on Antares? Car Wars? Star Fleet Battles? Check, we've got them.

Miniatures. I love minis and wish I had the time to paint my old and small collection of lead, so with money and time no object I'd have thousands of minis for sale. And I'd hire these guys to paint them and conduct classes.

Organized trips: I'd organize bus trips to places like Higgins Armory and King Richard's Faire.

Books: Small, independent bookstores are a dying breed these days, so I'd do my part to keep fantasy, horror, and sci-fi titles alive. I'd have floor to ceiling shelves stocked full of Howard, Leiber, Tolkien, Lewis, Cornwell, Anderson, G.R.R. Martin, Moorcock, Vance, King, Poe, Lovecraft, and more. And I'd pay to get authors in for book signings.

Movies: I'd have films like Excalibur, Conan the Barbarian, Wizards, Dragonslayer, The Lord of the Rings, The Terminator, and more running on constant loops. Oh yeah, and Thundarr the Barbarian too.

No Magic: The Gathering. Offenders will have their cards tossed into the yawning black mouth of the Great Green Devil on the wall (a cleverly disguised incinerator).

Music: I'd play a wide selection of heavy metal, and for a change of pace, different kinds of heavy metal. Iron Maiden, Judas Priest, Dio, and Blind Guardian would get heavy rotation.

Artwork: In and around the weapons I'd hang artwork by Frazetta, Vallejo, Alan Lee, and John Howe, plus I'd obtain permission to reproduce or buy the originals of all the classic D&D artwork (A Paladin in Hell, the PHB idol, the Magic Mouth, etc.) and place them in frames under glass. And I'd commission a talented artist to paint a giant picture of Orcus, too.

Guest speakers: I'd fly out big names like Mike Mentzer, Greg Stafford, Monte Cook, the guy from Grognardia, etc., to provide informative lectures on the history of RPGs, DMing advice, etc.

Book discussion group: I'd hold discussion groups on great fantasy titles like The Lord of the Rings, The Silmarillion, The Worm Ouroboros, The Broken Sword, The Once and Future King, and everything Robert E. Howard ever wrote.

Regular schedule of fun
In addition, I'd keep a regular schedule of games and other assorted nonsense. I'd run some games, play in others, and pay a stable of DMs a decent salary to keep the others going:

Monday: Wargame night. We'd wage World War II and then move on to history's other great conflicts at least once a week. Uniforms are encouraged, and I'd have films like Patton and The Longest Day playing in the background.

Tuesday: Dungeons and Dragons. Pick your poison--OD&D, basic, 1E, 2E, or the newer versions should you choose, I'd have them all. I myself would run that epic 1E campaign I've always wanted to try, culminating with Against the Giants/Drow/Demonweb series.

Pit-fighting Wednesday: I'd erect a shallow stone pit in the rear of the store, and, equipped with foam axes, swords, nets, tridents, shields, customers could go at it a-la the pit-fighting scene in Conan the Barbarian. This would be a great mid-week stress reliever for those sad souls still working the 9-5 shift :).

Thursday: Alternate game night. Those games of Pendragon, Call of Cthulhu, 007, or Runequest you've always wanted to play? This is your chance.

Friday night: Alefest, followed by a drunken session of D&D. Again, costumes encouraged (required?). Oh yeah, did I mention that I'd be acquiring a liquor license?

So what does your gamestore look like?

Wednesday, June 11, 2008

The magic of Moldvay

My gateway drug into the seductive hobby known as role-playing was the 1981 Basic D&D box set, as edited by the late, great, Tom Moldvay. For my money, page for page, this is still the best iteration of Dungeons and Dragons ever written.

I still own the same careworn copy of Moldvay basic that I bought back in 1981-82 or so. As I look at it now it remains a marvel of utility, organization, inspiration, and playability.

To begin with, Moldvay basic comprises a total of 64 pages. Take away the title page, foreward, and glossary, and you have a total of 60 pages. Heck, there are longer modules than this. By way of comparison, a single issue of Dungeon and Dragon magazine exceeded 100 pages towards the end of their run!

The rulebook is comprised of the following 8 sections:

Part 1: Introduction (2 pages)
Moldvay introduces what D&D is all about, how to use the book, and provides some basic D&D definitions.

Part 2: Player Character Information (10 pages)
Moldvay explains how to create a character, explains the character classes and their abilities, provides a simple list of arms and equipment, and adds an example of creating a player characer.

Part 3: Spells (4 pages)
A listing of cleric, magic user, and elf spells, as well as a brief description of how magic works.

Part 4: The Adventure (4 pages)
Moldvay explains how a party is organized, how to keep track of time in the dungeon, movement, traps, encumbrance, light, doors, and retainers, as well as how to award experience points.

Part 5: The Encounter (6 pages)
Moldvay describes monster reactions, combat sequence, saving throws, hand-to-hand vs. missile fire, morale, and adds a nice example of combat. It's a sobering look at how deadly and unforgiving low-level D&D can be: The hobgoblin attacking Fredrik rolls a 17, hitting Fredrik's Armor Class of 2, and scores 8 points of damage! Poor Fredrik had only 6 hit points, so he is killed. I'm also a fan of the morale rules in Moldvay: Why should every monster opt to fight to the death? The rules explain that you should check morale twice: After a side's first death in combat, and when half the monsters have been incapacitated. Monsters that successfully check morale twice will fight to the death. It's a simple, intuitive system resolved with an easy 2d6 roll against the monsters' morale score.

Part 6: Monsters (16 pages)
The longest section in the book is a listing of monsters, from acolyte to zombie.

Part 7: Treasure (6 pages)
Here is provided treasure types, general advice on how magic items work, and descriptions of items such as swords, potions, rings, scrolls, wands, gems, jewelry, and armor.

Part 8: Dungeon Master Information (10 pages)
Advice on how to choose a scenario, draw a map, and stock the dungeon. There's also a sample dungeon, the immortal Haunted Keep with its mysteriously vanished Rodemus family and band of goblin raiders that have taken up residence therein.

The last couple pages of the book include an afterward, a glossary, and inspirational source material. Several of my favorites are listed here, including Poul Anderson, T.H. White's The Once and Future King, and E.R. Eddison's The Worm Ouroboros. Moldvay was obviously a man of refined reading taste :).

In a hobby dominated by massive three-tome, 300-plus page core rules, it is shocking to see what Moldvay accomplished in so little space. Take a look at how short each of those chapters are (4 pages of spells!), and yet, they are all you need to learn

  • what roleplaying is
  • what D&D is
  • how to create a character
  • how to build a dungeon, and stock it with monsters and treasure
  • how to play the game, as both a player-character and a dungeon master

Frankly, it's an amazing feat of economy and clarity. Moldvay basic is playable, as-is, right out of the box. The character record sheet provided in the rules fits on a single side of a standard 7 1/2 x 11 sheet of paper. You can open up the rules, roll up a character in 3 minutes, and get started. I know because I did it and had a blast with it many, many years ago.


I'm also a big fan of the presentation, including the organization, writing, and the art. I even like the font! There's some great pieces in here by Erol Otus, Jeff Dee, James Roslof, and Bill Willingham. I've included a couple samples here. I'd prefer not to launch into a full-scale attack on 3E "dungeonpunk" art, but I do find the style of the art in Moldvay basic far, far more appealing. More than any other of its numerous strengths, this game is inspirational and just wants to be played.

The only two weaknesses I think that you can level at Molday basic D&D are the following:

1. It only goes from levels 1-3. My character is weak. I can't fight dragons and go toe-to-toe with demons. True, that, and for this argument I have no rejoinder. This boxed set is not made for epic, level-spanning campaigns. I would, however, add that, if you couple it with the 64-page Dave Cook edit of Expert (levels 4-14), the companion set to Moldvay, you probably have all the game you'll ever need in a total of 128 pages.

2. It's too basic. Where are the options ? The feats? The skills? Elves and dwarves are classes? And huh, three alignments? Well, this one is a matter of taste. As anyone who pokes around the internet knows, D&D has become divided into two camps--those who prefer their games with heavy crunch and tactical options galore, and those who like to "make stuff up" and let the DM sort it out. At the risk of fence-straddling I'm in a third camp, and frequently vacillate between both extremes. I currently play in a 3E game and enjoy the tactical, battlemat combats, but at other times I find the rules maddeningly and needlessly complex.

But if I had to choose one play style or the other at gunpoint, I'd take the magic that is Moldvay. Because, if I had to, I could make up my own rules and get my theoretical game to the preferred level of crunch. I prefer to think of Moldvay as a toolkit: Here is everything you need to build a house, including hammer, nails, and a saw. There's nothing to say that you can't put more tools in the box. It's a framework made for tinkering.

Moldvay says as much in Part 1: Introduction:

While the material in this booklet is referred to as rules, that is not really correct. Anything in this booklet (and other D&D booklets) should be thought of as changeable--anything, that is, that the Dungeon Master or referee thinks should be changed.

Now that's my idea of options.

Here's a perfect example, courtesy of Trollsmyth, of what you can do with the rules: Shields Shall be Splintered! It's a simple fix that allows you to add "combat crunch" and a bit of realism into the rules, should you so desire. And you can add or cut rules as needed: The foundation upon which they are built is quite sound.

To quote the great Elvis Presley, Moldvay, "How Great Thou Art."

Saturday, June 7, 2008

Age of Conan: Big money for game companies, but (likely) not book publishers

So have you have you heard of Age of Conan (AoC)? This new computer game is quickly shaping up to be the next World of Warcraft (WoW), a massively popular online "role-playing" game in which you create heroic characters, explore fantastic worlds, fight, loot, and gain power. Inspired by Dungeons and Dragons and other pen-and-paper RPGs, AOC, WoW, and others of their ilk strive to incorporate the best parts of traditional tabletop games--the immersive aspect of assuming a character's role and exploring a detailed world--with the latest in computer graphics and player-to-player interface technology.

Although I don't play them, I can understand the allure of on-line fantasy RPGs. One of my gaming group admits to playing so much Everquest he became strung out on the game (earning it the nickname "Evercrack"). As a big fan of pen-and-paper RPGs it seems awfully appealing to have the opportunity to play anytime, without having to set a time and gather a group of friends together. All that's needed is a computer and the money to pay for a monthly subscription.

And on-line RPG fans are legion. Take a look at how successful AoC has already become:

Durham, USA - June 6th, 2008 - Funcom is proud to announce that Age of Conan will pass the astounding "One Million Copies Shipped" milestone, in less than three weeks after the launch of the game. Due to overwhelming demand Funcom's retail partner is now re-supplying retail boxes rapidly while also including new markets to the mix. As a result of the tremendous interest from gamers, Age of Conan has for the past few weeks been claiming number one spots on the sales charts across the western world - including the US, Germany, France and the UK - while receiving glowing review scores from gaming media.

In the US, Age of Conan has a strong # 1 chart position and is now moving past the 500.000 shipped mark. Meanwhile the attention for the game is growing across the globe, with over 8 million unique visitors from over 200 countries to the Age of Conan websites so far in 2008. The community surrounding the game is also growing fast, with over 800,000 signing up as members of the Clan of Conan fan club.


Source: Age of Conan website (and thanks to the REHcomicsgroup Web site for alerting me to the news).

I'm not here to debate the merits of online RPGing (hey, I pretend to be an elf in my D&D game, so that would be a severe case of the pot calling the kettle black), but rather to ask a more interesting question--whether or not AoC will expose more people to its source material, Robert E. Howard's Conan. That question sparked some lively debate on the REHcomicsgroup mailing list, with folks taking both sides. Some said yes, AoC will create a new legion of REH readers, while others said no.

As for me, while I'd like to think the answer is yes, my gut places me in the latter camp.

Why won't AoC inspire gamers to seek out the stories? Personally, I think it's because the two mediums are mutually exclusive. Computer RPGs are played for the experience--the combat, the choices, and the accumulation of power. They are not tools to fire the imagination, but are portals that allow for immediate player interaction and active engagement, be it virtual sword-play or puzzle-solving. Reading of course requires engagement, but it's of the mind, picturing events as they unfold on the written page. Reading and playing are fundamentally different mediums and experiences, and it's my belief that people choose to do them for vastly different reasons.

That's not to say that the same people can't enjoy both--I enjoy reading and pen-and-paper RPGing, for example--but one does not necessarily feed into the other. It's like comparing running and stamp-collecting--the two are on completely opposite ends of the entertainment spectrum.

Furthermore, history has not shown that successes in electronic media lead to a rise in reading. Wildly popular films like Spiderman and the X-Men have not led to growth in the circulation of those flagging comic book titles. More to the point, the Conan film franchise (Conan the Barbarian, Conan the Destroyer) did not create a groundswell to get REH's original stories reprinted.

Now, I'm sure there may be a handful of exceptions, a few youngsters who might gravitate towards a Conan book because of their exposure to AoC, but I suspect they will be very, very few. AoC gamers will instead move on to bigger and better computer games when AoC becomes passe', not the books.

Tuesday, April 29, 2008

Fight On! has plenty of old-school spirit

The very first article in Fight On!--"A fanzine for the old-school renaissance"--details a method for quickly and randomly generating colorful details for fleshing out dwarf PCs. It's a fun little article and a pretty good indication of the contents to come, and refreshingly, there's no mechanics or feats to be found.

Fight On! is a new quarterly print magazine published and edited by Ignatius Umlaut. You have to order it through lulu.com , an on-line self-publishing outfit. It checks in at a slim 30 pages, but I can honestly say it feels like there's a lot of content between its covers. It costs $6.00 plus shipping and it took about a week to arrive in the mail after I ordered it--not bad for processing, printing, and shipping.

Although Fight On! caters to original three-book D&D (OD&D) players, its applicable to any of the older versions of the game. I would imagine that 3E players could also find lots of inspiration and ideas here as well. I myself never actually played OD&D, having cut my teeth on the excellent Tom Moldvay basic edition and later AD&D 1E, but I experienced an easy familiarity (and a strong bout of nostalgia) as soon I started reading.

Overall I found Fight On! to be a useful, fun publication. Although some articles falter a bit, throughout it remained very true to old-school campaigning in heart and spirit. The articles have imagination and depth to them, and it's easy to see why--they are taken from the contributors' own detailed campaign worlds, many of which are mentioned by name. The writing style of many of the articles has a Gygaxian ring, incorporating vivid descriptions and language and a Dungeon Master's air of authority and whimsy. For example, in "The Devil's in the Details," the author points out that players should add character to their PCs by using moderate bits of flavor, but no lengthy, complex backstories, lest the "weight of history collapse her into a scripted doom." I miss this style of writing in the 3E manuals, which are far too text-booky and staid for my tastes.

One notable change is that, presumably for copyright's sake, Fight On! does not use obvious D&Disms. Therefore, levels become "ranks," hit points "wounds," armor class "defense class," and so on. I found this slightly jarring at first read but barely noticed it thereafter.

The contents include:
  • Dedication to Gary Gygax. A most appropriate way to kick off the publication.
  • The Devil's in the Details. Adding detail to dwarven PCs. Includes tables (a staple of old-school RPGs) from which players can generate personality traits, unique equipment, and background details.
  • The Swanmay. A new character class, the swan maiden. While this is a bit too high-fantasy for my tastes, I enjoyed the free-wheeling writing style of this article. Example: "I don't begrudge people who want to try an interesting character with a few extra abilities, but if balance is an issue for you or your players you might consider levying a 10% penalty to rank advancement." A perfect example of rules as suggestions, not a straightjacket.
  • Flexible Sorcery. Probably my favorite article in Fight On!, this describes ways to make mages feel more magical, including spontaneous magic (granting mages the ability to summon small spells at will, more for flavor and creativity); counterspelling (a method for negating an opposing magic user's spell as your action); and magical duels (a fun, easy-to-use system for resolving mano-y-mano wizard duels). Includes another fun table that the loser has to roll on, with the results ranging from smoke pouring out of the losing wizard's ears to encasement in amber or outright annihilation. How cool is that? This piece was accompanied by a fun wizard-duel cartoon reminiscent of some of artwork in the 1E Dungeon Master's Guide.
  • The Ruined Monastery. A fun little drop-and-play dungeon crawl that seems like a fun afternoon of gaming.
  • The Tomb Complex of Ymmu M'Kursa. I didn't know what to make of this. It's a description of a tomb with tons of flavor and horror and weird touches, including deathtraps and sci-fi elements, but it's presented without any adventure hooks or level suggestions. This is old D&D at its most extreme--a simple location description at your disposal.
  • Setting up your Sandbox. A great DMing advice article for novice/intermediate DM's about running a free-wheeling, player driven campaign. Ends with a great line that gets to the heart of old-school RPGing: "The stuff of pure gaming joy isn't always what you might encounter in a well-written novel." Amen.
  • Puissant Priestly Powers. New spell-like abilities for clerics. Some cool ideas but some of these effects seem a bit unbalanced (yikes--the dreaded balance word).
  • Enchanted Holy Symbols. Great little sidebar about magical holy symbols.
  • Nature's Nasty Node. A mid-level adventure. I wasn't wowed by the adventure but there's some nice ideas to mine in here, including the Node itself, a corrupted dryad pool.
  • The Space Wizards. A high-level campaign seed that was a bit too crazy for my tastes (space wizards, end of the world scenario, etc).
  • Creepies & Crawlies. This article fell a bit flat for me, unfortunately. The monsters are nothing to write home about and I didn't find its tounge-in-cheek style all that funny. Oh well.
  • In the Time of the Broken Kingdom. A very nice closing editorial by the editor that looks back with fondness on the old days, and discusses the future of old school gaming and its possibilities with optimism.
  • Aftifacts, Adjuncts, and Oddments. A page of magic items. Wyrmdread--a sword forged in the elf-dragon wars--was particularly cool.
There were a few other small, nit-picky things I didn't like about Fight On! Most of the artwork was evocative, although some pieces didn't work for me. I also thought that layout could be improved (the headlines were too small, and a few articles break at odd places). But frankly, these criticisms are small. Fight On! was a blast to read and a refreshing infusion of creativity. Here's hoping that it continues to wave the standard of old-school gaming.

Monday, April 7, 2008

D&D: Suffering a slow death?

Having spent eight years in the newspaper industry working for a small, family-owned broadsheet (which are as commonplace nowadays as milkmen and encyclopedia salesmen, and about as wise a career choice), I know what it's like to see a business suffering from a slow death. Not a death that can be measured in months or even years, perhaps, but in decades, their life blood drained away by a series of innumerable nicks and cuts. The same fate I fear is in store for D&D.

Not that I expect newspapers or my favorite pastime to ever completely die, but rather, I fear they may cease to exist as profitable business lines. They will likely live on as pale shapes--wraiths, to draw a comparsion with the Lord of the Rings, another favorite subject of mine--neither alive nor dead, but living some undead existence, a dim shadow of their past greatness.

Newspaper circulations are indeed decreasing year-by-year as people turn towards the internet and other media outlets for news and information. But what about D&D? Aren't there claims from Wizards of the Coast that the hobby is as robust as ever? Some figures I've seen thrown around are $30 million a year in RPGs sold and roughly six million D&D players playing worldwide last year.

Frankly, I find the evidence that D&D and other RPGs are going strong less than compelling. And although my experiences are of course anecdotal, all indications--at least from my perspective--show an unhealthy trend for its long-term future.

When I was a pre-teen and teenager, the two local malls (Woburn and Burlington) each had a thriving hobby store that made their business selling RPGs and miniatures, along with the usual model trains, cars, etc. Both are now gone. My hometown had a bookstore that also sold RPGs and miniatures. It too is gone. I was shocked to find out that my current neighboring town of Amesbury actually supported two game/comic shops when I moved here four years ago. But in the past year one has gone out of business.

RPGs were everywhere in their heyday (late 1970's to mid-1980s). You could find ads on television, in the back of comic books, and in magazines. D&D had even had its own Saturday morning cartoon. When I was in seventh grade (circa 1985) my middle school had a Friday afternoon, seventh-period Dungeons and Dragons elective (yes, it rocked). And the game itself--I started with the classic Tom Moldvay-edited box set, with its 64-page ruleset and copy of B2 Keep on the Borderlands--was available in all the major outlet stores.

Now, you have to squint to find evidence that D&D is still played. The big bookstore chains (Barnes and Noble, Borders), at least in my area, might have a single, poorly stocked shelf of D&D in the hobbies section or science fiction section. Other games like Call of Cthulhu or Rifts are nowhere to be found. TSR and WOTC have tried to put basic versions of the game in the larger outlet stores, but largely without success. And when was the last time you saw an ad for D&D in any major news outlet?

D&D let slip what could have been a great opportunity for good exposure in 2000 with the release of the film Dungeons and Dragons. Unfortunately, what we got was one of the worst movies I've seen in 10 years. What should have been a nice marketing vehicle turned into two painful hours of my life flushed down the drain that I still want back.

But aside from a bomb of a movie, why are RPGs declining? Like a lot of others familiar with D&D, I blame computer games. World of Warcraft, Everquest, and their ilk--i.e., graphics-heavy, story-based, immersive, computer RPGs--offer experiences that satisfy the cravings of many potential (and former) pen-and-paper gamers. Why bother with the hassle of having to get together a group of 4-6 people with busy schedules, and doing all that pre-game prep work and post-game paperwork, when you can turn on your computer from the comfort of your own home and play whenever you feel like it? The siren song of computer games existed when I was younger with titles like Wizards Crown and Ultima, but the new breed are light-years more advanced, and much more effective at drawing potential players away.

For more great recent discussion on this topic, check out Whither D&D? at Trollsmyth and D&D in the News at Grognardia (great name for an RPG blog, by the way).

Wizards of the Coast is trying to fight back with an online version of D&D, which will reportedly allow players like me--30-something, with demanding jobs and busy family lives--to break down traditional barriers to play by providing a virtual tabletop. This Associated Press article sums up the issue a lot better than I can. It's a model that could work, but it's also fraught with danger. D&D simply cannot do some things as well as a computer, and trying to fit a round peg into a square hole could result in WOTC squandering millions, perhaps leading parent company Hasbro to drop the line.

A unique strength of D&D and tabletop RPGs in general has always been the face-to-face social component. In addition to fun and adventure in imaginary worlds, RPGs allow creative, like-minded folks to gather around a table and enjoy each other's company. While I know WOTC is touting that this face-to-face experience will remain a viable part of fourth edition, part of me has doubts. Remember that WOTC also maintained that 3E can be played without miniatures, but then rewrote the rules to all but cripple a game that doesn't have a tabletop grid and some type of figures.

So should D&D ignore the online space and continue to churn out hardbacks until the line eventually goes the way of the newspaper? That would be the safe route, but also the path of a long, slow, dance with death. I credit WOTC for trying a new approach, but I also fear that traditional RPGs, like newspapers, are by their nature destined to become relics of a forgotten age, played and debated about only by a small, dwindling fan base like me.

Tuesday, March 4, 2008

A legend is gone

T'was a sad day for me and the roleplaying community in general: Gary Gygax, co-founder of Dungeons and Dragons and the father of role-playing games, passed into the west at the age of 69.

The role-playing boards I frequent, including EN World, RPGnet, and Dragonsfoot, are full of threads about his passing. As I read them, I was struck at how many people this man touched. More than once I felt my eyes sting with tears.

My brush with the man came not in person--and I'm kicking myself hard for not making it to Gencon and shaking his hand--but over e-mail. Back on January 12, 2002, I sent Gary the following message. It sums up pretty much the impact D&D has had on my life:

Gary,

As a longtime (18 years or so) player of Dungeons and Dragons, I just wanted to take this opportunity to thank you for creating the hobby that has been such a rewarding part of my life. I came across your name on the EN World boards and felt compelled to write.

D&D introduced me to a great new bunch of friends; it got me to read, inspired me to write (and think) creatively. I can't begin to tell you how many times I've referenced and read the old DM's guide, Player's Handbook and Monster Manual. Though AD&D has given way to new editions, I still turn to those great old tomes for inspiration and wonderful memories. In my opinion, they are still the best books the hobby has ever produced.

And your modules, especially the Against the Giants--Drow--Demonweb series, are still unsurpassed. I plan on converting them for 3E and running them for my current group. They will last forever.

Again, I thank you for your creative vision, and the courage to launch a hobby that has stood the test of time, the computer age, and even misguided religious fervor. You've made millions of people happy.

Brian Murphy


I honestly expected no reply, but just wanted to thank him for his labors in the hobby that he, for all intents and purposes, created. But, shock of all shocks, less than two hours later I recieved this reply:

Shucks, Brian...

Okay, thanks for those good words. You know I had a lot of fun both in writing and playing OA/D&D too, of course. Fact is, my love for writing and games burns as brightly as it did back in 1970 when I cut loose from the world of suits and "other business" to concentrate on what I wanted to do (^_^).

Come on back anytime,

Gary


I will save and treasure this simple message from Gygax, a man who changed my life for the better. I only wish I could break out a game of AD&D first edition tonight--perhaps the Tomb of Horrors--and honor him with a proper tribute.

But in the meantime, God speed Gary. I raise a tankard of ale in your honor.

Saturday, February 2, 2008

White Dwarf: Remembering a great old magazine


The recent demise of Dragon and Dungeon magazine (in paper form-- both have since gone electronic) has gotten me a bit nostalgic for the old days of print-supported role-playing game magazines. With a few small print run exceptions, including Kobold Quarterly and the bi-monthly The Crusader, the days of widely circulated, glossy, print RPG publications are gone.

While I miss to some degree Dragon and Dungeon, both fine magazines in their own right, these days I find myself remembering and looking back most fondly at the Games Workshop (GW)-published White Dwarf magazine, "the voice of British adventure gamers."

Eh, you role-players say? Doesn't GW still publish White Dwarf every month? For the record, they do. But for me, the magazine died roughly around issue #100, when it became a mouthpiece for GW's profitable miniatures wargames line.

Pre-issue 100, White Dwarf was a fantastic magazine. Whereas Dragon very quickly evolved into a house organ for TSR and later Wizards of the Coast, and eventually covered strictly D&D, White Dwarf was a rarity in that it covered all role-playing games. Within its pages you could find articles on Dungeons and Dragons sandwiched in between Runequest columns, Call of Cthulhu adventures, Champions role-playing advice, and Traveler comics.

This model has its problems, since you're much less likely to find value in an article about a game that you don't own. Nevertheless, I derived great enjoyment as a youth examining Champions or Traveler articles and trying to puzzle out their rules based on stat blocks or descriptions. And more than any real gaming value, the pleasure in reading these articles alone made it worth the purchase. The best example I can think of is issue #53 (the cover of which I've included above), which contained Minas Tirith, a scenario about the battle of the Pelennor Fields from The Lord of the Rings. The game system was Warhammer, which I didn't (and still don't) own, but I loved reading about the background, the turns and what events would occur in each, the behavior of the Mumakil if they recieved an eye wound, the Gondor and Witch-King of Angmar army lists, and more.

White Dwarf had columns on minatures painting, scenarios and mini-campaigns, system-free articles on incorporating undead into your games or designing logical campaigns/fantasy worlds, reviews of RPGs popular and obscure, and much more. Here were some of my favorites:

The Castle of Lost Souls. Between issues 52-55, White Dwarf published a four-part choose your own adventure story that drew inspiration from the old Lone Wolf and Fighting Fantasy gamebooks. Remember those? Like Lone Wolf, The Castle of Lost Souls required you to create your own character, resolve combats with dice, etc. It was a great little romp that kept me busy in between games.

Tabletop Heroes: A regular column devoted to minatures painting. It contained lots of great advice not only on how to paint, but also caring for figures, building terrain, castles, and dungeons out of household products, and more. The color illustrations of finished figures were great, although I was left with an inferiority complex when comparing these to my own.

Treasure Chest: A great column of odds and ends, neat little ideas for treasure and devices, alternative rules, and more that you could pick up and drop into your game. Examples: The dungeon cart (a practically-designed, easily-transportable cart specifically designed for underground adventures), drowning rules, the sword of thunder (a +2 intelligent sword that allowed the user to deflect lighting bolts and absorb their charges into the blade; the clear pommel would glow blue when so charged), dragon shields (magic shields made of dragon scales/hide that confer complete protection from that dragon type's particular breath weapon), hints for creative spell uses, halfling-specific magic items, nunchucks in Runequest, and much more.

British style and humor. The letters and reviews in White Dwarf were full of that particular brand of British wit that I find endearing. Example: Issue #63 reviewed XL1: Quest for the Heartstone, a notoriously bad D&D module, with the following: Quest for the Heartstone was at first reading no more than a sales exercise for AD&D Action Toys, and is very reminiscent of everyone's first dungeon: a collection of randomly placed monsters with a random selection of Good Guys going off after some magic item and having to hack through them...my favorite is 'You may use the five-headed Hydra Bendable Monster for this encounter.'

Fun comics. My favorites were Groo, a little three or four-panel strip about the sick adventures of a thick-skulled goblin, and Thrud, which followed the adventures of a massive-bodied, small-headed barbarian that invoked all the worst Conan cliches.

Crunch-less articles. One of the reasons I stopped buying Dragon was that it seemed in the latter days too preoccupied with "crunch," aka. new prestige classes, feats, magic items, etc. This stuff gets real old, real fast. White Dwarf had its share of crunch, but devoted lots of page space to thoughtful columns and features about topics like roleplaying characters after death, discussions on how fast or slow to level, how to colorfully roleplay clerics in D&D, how to create campaigns and worlds with depth and versimilitude, etc.

Sure, White Dwarf wasn't perfect. In particular, my eyes glazed over at "Microview," a bi-monthly computer column about how to write computer programs to aid your tabletop RPGs (issue #50, for example, contained the code for creating a Taurus III striker vehicle, using BASIC language on a TRS-80. Yuck.). But nevertheless, White Dwarf was an invaluable resource from the heyday of RPGs and a vanished member of a species of magazine that, sadly, is all but extinct.