This is a blog about "Old School" RPGs and the OSR movement in gaming. I also write about other stuff, like miniatures for wargames and RPGs, wargaming, my family, etc.
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Saturday, January 28, 2017
AD&D back in print
Old TSR stuff has been coming back to life as print on demand products for a few weeks now, but I feel I’d be remiss in my duty as an OSR blogger if I didn’t mention that the core AD&D books are back as POD products now. 1st edition AD&D was where I cut my teeth as a gamer and it’s the dialect of D&D that I speak natively. Sure, I learned on the OD&D variant Holmes Basic, but in less than a year I had the entire AD&D core rules and I never looked back. To this day 1st edition AD&D is my go-to game. Yes, I have many retroclones. Yes, I played 2nd edition for pretty much the entirety of it’s run. 1st edition made me as a D&D player though, so I am pleased to see it’s return to print, even just as a POD product.
I bought the AD&D premium reprints for the Gygax memorial fund- not that that worked out, but I never use those books, they seem to nice to use at the table really. I probably will not buy these POD copies, because I already have multiple copies of each of them, and I would prefer the original covers. Maybe, at some point, they will let you choose between cover variants?
Anyway, here are the links-
Players Handbook
Dungeon Masters Guide
Monster Manual
At $25.00 each, I think they are well priced, provided the quality of the paper and the binding are good.
Tuesday, November 29, 2016
Thieves in D&D
****Note this is a slightly edited version of a rant I went on about Thieves back in 2012, at the end of a longer post about other things. I figured it never got as much of an audience because it wasn't it's own post, kind of lost in the noise, and I've been considering going through and editing for re-blogging some of my older stuff- consider this a test****
The Thief, D&D's biggest jerk class.
I think I have finally figured out why though. The name of the class says "If you are a player that wants to screw over the rest of the party, play a Thief!". I know Conan was a Thief for a good portion of his career, but a lot of D&D players have never read Conan, or Fafhrd and The Gray Mouser*, or even Thieves World with Shadowspawn, so, even though AD&D doesn't come out and say "Steal from your party", it does mention that most Thieves tend to be Evil and they see things like the drawing of the shirtless Thief robbing somebody at knife point in the 1st edition Players Handbook right under Thieves XP table, or the "There is no honor among Thieves" drawing in the alignment description section of the Dungeon Masters Guide and they assume that's the code of conduct for Thief characters. The Moldvay Basic book comes right out and says it "..as their name indicates, however, they do steal- sometimes from members of their own party". Dr. Holmes states a little more bluntly in their class description "Thieves are never truly Good and are usually referred to as Neutral or Evil, so that other members of an expedition should never completely trust them and they are quite as likely to steal from their own party as from the Dungeon Master's Monsters.". When you couple this with the fact that they have that Pick Pockets skill, what are they going to do? Screw the party, that's what they're going to do. They don't have to, they level faster than every other party member, so stealing the gems or some extra gold so the get bonus XP they don't have to share is just damned greedy, but they do it because they can, the system encourages them to.
So I got to thinking about this, if D&D is fantasy F-ing Vietnam, then Thieves are like the Tunnel Rats, or SF or some kind of specialized warrior minus the name-tag and the Pick Pockets ability; because when you think about it, what else have they got? Find and Remove Traps? That's a pretty awesome and helpful ability to have in a party, very Tunnel Rat-esque too. Move Silently? Also damned handy and kind of militarily helpful, in a stealthy commando style. Hide in Shadows, same thing. Hear Noise, again, same thing. Climb Walls, again, same thing. Open Locks is the only iffy one there, and I can see an argument for it being a militarily useful skill, or at worst, an espionage type skill**. Even their Backstab ability is a pretty bad-ass commando type ability, so these guys could have been called something else (like, say- "Sneak Attack") and saved us all years of intra-party conflict and douchebaggery.
I guess not every D&D Thief needed to be played like a raging douche, they could have been played as though they were modeled on Indiana Jones, he displays pretty much every single Thief skill (including Read Languages that I didn't mention because I was reading them out of the Moldvay Basic book and the Holmes Basic book when I listed them), but sadly, no, he's an Archaeologist, not a Thief (although that's a subtle distinction depending on when and where you are and who you ask); all I know is I'd rather have Indy in my party or a Tunnel Rat from 'Nam than any damned Thief, even if it is Conan. Conan occasionally screwed over his party***.
*I haven't for instance.
**Which brings me to the sad slippery slope argument that Pick Pockets makes for a great espionage type skill too. Maybe it would work if the Class wasn't called Thief and didn't have all of those references towards stealing from your own party and tending toward Evil.
***To be fair, if memory serves, they were usually Thieves that were planning on screwing him over, but you have to be careful about the company you keep.
The Thief, D&D's biggest jerk class.
I think I have finally figured out why though. The name of the class says "If you are a player that wants to screw over the rest of the party, play a Thief!". I know Conan was a Thief for a good portion of his career, but a lot of D&D players have never read Conan, or Fafhrd and The Gray Mouser*, or even Thieves World with Shadowspawn, so, even though AD&D doesn't come out and say "Steal from your party", it does mention that most Thieves tend to be Evil and they see things like the drawing of the shirtless Thief robbing somebody at knife point in the 1st edition Players Handbook right under Thieves XP table, or the "There is no honor among Thieves" drawing in the alignment description section of the Dungeon Masters Guide and they assume that's the code of conduct for Thief characters. The Moldvay Basic book comes right out and says it "..as their name indicates, however, they do steal- sometimes from members of their own party". Dr. Holmes states a little more bluntly in their class description "Thieves are never truly Good and are usually referred to as Neutral or Evil, so that other members of an expedition should never completely trust them and they are quite as likely to steal from their own party as from the Dungeon Master's Monsters.". When you couple this with the fact that they have that Pick Pockets skill, what are they going to do? Screw the party, that's what they're going to do. They don't have to, they level faster than every other party member, so stealing the gems or some extra gold so the get bonus XP they don't have to share is just damned greedy, but they do it because they can, the system encourages them to.
Kind of a dick, eh?
So I got to thinking about this, if D&D is fantasy F-ing Vietnam, then Thieves are like the Tunnel Rats, or SF or some kind of specialized warrior minus the name-tag and the Pick Pockets ability; because when you think about it, what else have they got? Find and Remove Traps? That's a pretty awesome and helpful ability to have in a party, very Tunnel Rat-esque too. Move Silently? Also damned handy and kind of militarily helpful, in a stealthy commando style. Hide in Shadows, same thing. Hear Noise, again, same thing. Climb Walls, again, same thing. Open Locks is the only iffy one there, and I can see an argument for it being a militarily useful skill, or at worst, an espionage type skill**. Even their Backstab ability is a pretty bad-ass commando type ability, so these guys could have been called something else (like, say- "Sneak Attack") and saved us all years of intra-party conflict and douchebaggery.
I guess not every D&D Thief needed to be played like a raging douche, they could have been played as though they were modeled on Indiana Jones, he displays pretty much every single Thief skill (including Read Languages that I didn't mention because I was reading them out of the Moldvay Basic book and the Holmes Basic book when I listed them), but sadly, no, he's an Archaeologist, not a Thief (although that's a subtle distinction depending on when and where you are and who you ask); all I know is I'd rather have Indy in my party or a Tunnel Rat from 'Nam than any damned Thief, even if it is Conan. Conan occasionally screwed over his party***.
*I haven't for instance.
**Which brings me to the sad slippery slope argument that Pick Pockets makes for a great espionage type skill too. Maybe it would work if the Class wasn't called Thief and didn't have all of those references towards stealing from your own party and tending toward Evil.
***To be fair, if memory serves, they were usually Thieves that were planning on screwing him over, but you have to be careful about the company you keep.
Labels:
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Sunday, November 27, 2016
Not Gaming Today
It always seems like
I think and write more about gaming when I am actually gaming less. I
guess that makes sense, if I were actually gaming I’d have less
time to think about gaming in general. Today I was supposed to GM the
new Mophidius Star Trek RPG, but both my wife Mona and my daughter
Ember are sick. This should have been the “good” week for Mona,
the last weekend before more chemo, we even had an “extra”
weekend here because of Thanksgiving delaying a treatment for her.
Until her treatments are done it’s looking like we are going to be
two weeks off, one week on for gaming, with a pretty good chance of
losing the third week too.
Star Trek came as a
bit of a surprise this week anyway, we were scheduled to start a new
Savage Worlds Fantasy campaign set in my own Garnia setting, but they
released the playtest into the wild and they would appreciate getting
the results back within a few weeks. It’s not a long adventure, and
it seems like it hits all the right rules to test, and teach, the
game. In that respect it brings to mind the adventure in the Legend
of the Five Rings RPG first edition book.
Working on a new
campaign is always handy to distract me from my wife’s illness, so
I welcome it. Writing up stuff for Garnia for Savage Worlds is a
little weird for me, I easily fall into my AD&D mode there, which
makes me want to check out OSR related blogs and such, then lose
myself for a while reading about things like the implied setting of
OD&D, or Vancian magic, or a myriad of other details about TSR
era D&D, especially the early, Gygax era.
I engaged more than
usual with the D&D groups on Facebook this week, which made me
realize that I have DMed way more than I have played over the years.
Made me think about whether Holmes Basic should be counted as OD&D
or part of the later Basic line, or should each iteration of Basic
D&D be considered it’s own thing? I only recall having two
characters of my own for Holmes, an elf I named Elrond- I was a big
fan of the Hobbit at the time, and working my way through Lord of the
Rings, and a Halfling named Garn- who my campaign world would be
named after. Both of those characters were played in my friend
Chris’s campaign, which eventually collapsed because of his killer
DM/Monty Haul tendencies. Elrond died on his first adventure, killed
by a Vampire he encountered on the second level of the dungeon. Garn
became a god, after his first successful adventure.
I can only think of
four 1st edition AD&D characters I played over the
years. Mandark, a Human Fighter that I played in my friend Tim’s
campaign from the time I was in 5th or 6th
grade until he went in the army when I was a junior in high school.
He made 8th level in those years of heavy play. Second,
concurrently, was Lodor, and Elf Fighter/Magic-User that I played in
non-Tim run campaigns (except for once, and I’m still bitter about that), he maxxed his levels out, 5th/8th I
think. The third guy, whose name I don’t remember, I think it was
something like “Fredigar”, lost his right hand after his first
adventure and I retired him. Lastly, there was another Fighter, named
Brennos, who I played in the 2nd edition era in a campaign
run by my buddy Steve, who was the OG of old school. Brennos made it
to 6th level, then got killed at the end of the last
session we played by a critical hit from a goblin’s arrow, when he
was at full HP. Still a little bitter about that too, but that
campaign my well have been the most sand-box, old school game I ever
played in.
2nd
edition AD&D had me DMing less often, adult responsibilities and
all, but I played in a pretty long-lasting (for the grown-up world
anyway) game where I had two different characters, an Elf Magic-User
(generalist, no kit) named Celenor, who made it to 6th
level before a Drow’s sleep dart killed him with a crit, while at
full HP- seeing a pattern here, still bitter about it too; and a
Human Fighter whose name I forget. He was a swashbuckler, I made him
so he wouldn’t compete with the Dwarf Fighter
Sunday, November 6, 2016
What's on my mind lately...
So, I’ve been
thinking about games a lot lately, probably because I haven’t been
playing a lot lately. My wife Mona’s cancer has recurred, in her
lungs this time, and she’s started chemo and not been up to doing
much gaming. We may be looking at one game per month roughly until
she’s done with this course of treatment, she goes once every three
weeks and it seems to take two to recover enough to do anything. I
have, along with my daughter Ember, been busy picking up Mona’s
slack, making meals and cleaning and such, more work than I’d
expected I guess, and taking care of Mona where and when she needs
it, so I don’t really have too much extra time to miss the games
themselves, with the extra work involved in prepping the house for a
bunch of people to come over, but I have the time to miss gaming.
Months ago my group
grew from just myself, Mike and Mona to include Mike’s son Mason,
my daughter Ember- who just turned nineteen, and Mike’s adult
daughter Marie and her BFF Rebecca, although the latter two have only
shown up when Mike was GMing Savage Worlds. Oh, and our occasional
guest star Darryl, my oldest friend.
Mike has been
running Savage Worlds in a couple of settings- Weird War 2 and a
stand alone adventure CRT, but mainly Thrilling Tales. Our latest
Thrilling Tales adventure started before we realized Mona was sick
again, when we found out we tried to rush to the end before her chemo
started, but that didn’t work out. I halted my B/X-AD&D
campaign I started with the “Isle of Dread” when I thought we
were going to have two more D&D newbies and started running “Keep
on the Borderlands”, which turned out to be unnecessary because
Marie and Rebecca didn’t show for it, but I figured it would be
nice for Mason to have the same shared experience there that I had
when I was roughly his age. That turned out to be a blood bath, with
multiple near TPKs. Mona missed about half of each session because
she was working, and the game ran better after she returned from
work. I guess having her there was the party’s good luck charm. Bad
luck, poor intra-party communication, planning, preparation and
tactical coordination were killing them while she was gone. I think
Mason was on his fifth character before we went on hiatus to play the
Thrilling Tales game after two sessions. I haven’t seen slaughter
like that since that Oriental Adventures game I ran when Ashli was a
senior in high school and we had two or three weeks in a row of TPKs.
I did play a board
game with Darryl and Mona a month or so back, Supremacy. It didn’t
go well. We butted heads over which expansions to use. We had agreed
before hand to play with none the first time, but we wasted so much
time that we only had time for one game before he had to leave, so he
wanted to add a bunch. I did not, as I hadn’t ever played with most
of the expansions the last time I played, which was in the 1980s. My
thought was that I’d have to essentially relearn the game, and so
would he, and we’d have to teach Mona and Ember to play (although
Em bowed out before we started), so it made sense to me to take it
slow and easy. Also, Darryl and I have a history with this game that
has led to acrimony in the past. I once really screwed him over in an
alliance against his dad and he took it out on me by making sure that
he screwed me over, as hard as he could, in every game we played for
the next couple of years. Ultimately the problem was more or less
solved only, I think, by us playing Axis & Allies more or less
exclusively for several years. The alliances there are concrete,
there is no changing sides, we usually ended up on opposite sides,
but eventually learned to work together again. The game of Supremacy
we played a month or so ago really brought the worst in both of us
out again, and we ended up destroying the world on the third or
fourth turn. Not the best way to play a game we started as a memorial
tribute to his dad.
I’d say it was the
stress of me having to deal with my wife’s cancer and all that
entails, combined with the fact that we were pressed for time by the
time we got around to playing, and the fact that we actually bickered
over which exact version of the game to play before we started, but I
think it may just be that the two of us can’t play that particular
game together anymore, which is too bad because I have fond memories
of playing it as a teenager. It bums me out because Darryl doesn’t
play D&D anymore either. He’s been drawn into a more character
driven, story focused, role playing intensive kind of gaming, since
he started playing with another group in Syracuse maybe fifteen years
ago. He associates D&D with D20 era D&D on the one hand, with
it’s multitude of skill checks, it’s broken challenge rating
system and it’s deep focus on miniatures and tactics on the one
hand and the lack of any real, deep role playing we played it with
when were were kids on the other; and his mind set goes back to the
“chess-master” when he tries to play. He hates Vancian magic, and
magic was his thing back in the day, he hates rules too. He’s
become a champion of rules-lite games, Mike is big on rules-lite too,
but neither of them seems to grok the idea that pre-D20 D&D is
pretty rules-lite, especially the pre-1985 variants. The 1981 Moldvay
Basic book is 64 pages, Savage Worlds Deluxe Explorer’s edition
(the edition I have, and the edition Mike runs) is 188 pages. You
might say “But that’s not a fair comparison, it’s not the
complete rules”, OK, the Cook/Marsh Expert rules are another 64
pages, an arguably complete game, still much shorter than the 188
pages of Savage Worlds, but, when I suggested that I may run a Savage
Worlds fantasy game instead of D&D (mostly so Marie and Rebecca
would show for it too), it was immediately suggested that I should
use the Savage Worlds Fantasy Companion another 160 pages. Now I
(mostly) run 1st edition AD&D, so the page count is
higher, but I think that my point that Savage Worlds isn’t really
rules-lite is made. There are versions of D&D out there that come
in at as little as 2 pages- I am looking at you Swords & Wizardry
light- so you can trim a lot of fat there.
Some complain that
D&D combat is too slow, I haven’t seen Savage Worlds run any
faster really, although there does seem to be less bean counting for
most NPCs, they are either good to go, shaken or gone, so there is
that. The inevitability of using miniatures, rather than the choice,
is reminiscent of 3e era D&D to me though, and I have to count
that as a minus for the system. I only use minis for D&D combat
maybe half of the time, usually when the group has gotten bigger and
it’s harder to describe or conceptualize the space and the
participants or when kids are playing*.
Skill based systems
bug me. This isn’t news to anyone reading this probably, but I
really hate making a skill check instead of telling me, the DM, what
your character is doing. It makes sense that the kids have a hard
time with this, in a video game, if you have the proper skills,
things get highlighted or extra options appear in dialogue, or
whatever; it bothers me when people my own age or older can’t deal
with these things though. I know the argument for the other side-
Marlon the Mighty knows how to do tons of stuff that I as a player
have no clue about- casting magic spells, picking locks, heraldry,
herbs, diplomacy, chatting up wenches, etc., so it only makes sense
that I should get a die roll on these, right? Maybe, but it makes the
players lazy to be able to JUST make a die roll. Maybe you are bad at
thinking on your feet, embarrassed at having to improv on the spot
etc., but you should have something in mind when you try to bluff
your way past the guard. Not having this idea is the opposite of role
playing, it doesn’t help with the immersive story experience that
was a stated aim in RPGs.
I keep saying to
people, Darryl, Mike, Ember, even Mona (who has heard it all before a
thousand times), that the system (or engine) that you are using
doesn’t matter. All RPGs are pretty much the same, and universal,
you can tell a great interactive story with D&D as your engine if
you try. You can have a bogged down, slow moving roll for everything
fest with it too. DM skill matter way more than the system you are
using. I have tried many RPGs, not as many as a lot of people, but
more than most I’d say, and I keep coming back to the one I spent
the bulk of my youth playing- D&D, usually with the “A” out
front; it’s home to me. I find it simple to modify to whatever my
campaign needs are at the moment. I can add and subtract from the
rules, and I have a solid idea of what effect each change will have.
I know what to modify, and what to leave be. I think in D&D when
I design stuff, I have to convert it to other systems when I play
them and that’s kind of an annoying waste of my time. AD&D is
just OD&D with a bunch of accretions, bits of house rules added
on, ideas from people other than Gary and Dave and the TSR band.
Everybody started somewhere in the D&D timeline, I started with
Holmes Basic just prior to the release of Moldvay Basic- I was
actually confused and annoyed that a “new” edition was released
so soon after I bought mine- I have never met an RPG player that had
not played D&D. A lot of people didn’t play a lot of D&D,
having quickly moved to different or more exotic systems, RuneQuest
and DragonQuest were apparently popular alternatives at one point,
GURPS was big later. Maybe Vampire the Masquerade drew in a different
crowd to RPGs that never played D&D, but I never met a White
Wolf/World of Darkness fan that had never played D&D. 5th
edition D&D seems pretty popular, but it’s not really my cup of
tea; I’d probably play, but I don’t want to DM. It has too many
leftover rules from the 3e D&D era for me. Also, I hate
Dragonborn as a PC race, but I was never a fan of Gnomes either, so
your personal mileage may vary.
*This generation
raised on video games seems to start at a real deficit when it comes
to describing encounters versus showing them on a map/battle board. I
should also note that “kids” seems to refer to everyone under
thirty. Get off my lawn!
Thursday, December 31, 2015
Year End Review
I spent much of the
last year moving from personal crisis to personal crisis, then I got
settled in to my new life and neglected a lot of the things I wanted
to do this year. I didn't work out, I didn't lose weight or any of
the “normal” things I'd wanted to do. I started a bunch of
projects that I didn't finish, not really new for me, but it seemed
worse this year than before. I wasted a lot of time screwing around
on the internet when I could've been working on something
constructive or reading or literally anything else. I guess I lost a
lot of focus when my wife was diagnosed with cancer last December,
she seems to be doing fine by the way, and I couldn't even really
focus on the stuff I was using to keep myself busy so I wouldn't be
in constant fear for her life.
We moved. That kind
of screwed things up for me with regard to working on things for my
newly launched “Great Khan Games”, which is just really an excuse
for me to maybe make some coffee money off my hobby. I started
playing some D&D (and a couple of other RPGs and a couple of
board games, and a couple of different card games) and made a new
friend- which is about statistically impossible for a man my age.
I am facing the
possibility that I am suffering from some kind of weird DM burnout,
despite not actually playing that often. I am having trouble keeping
things going. I just called it earlier this month on our meandering
and somewhat poorly run (my fault) AD&D campaign, and started a
new AD&D OA campaign the last time we played (2 weeks ago this
coming Saturday- we had to cancel last week when my entire family got
sick), and I am sorry to say I am already losing interest in it. I've
no idea why. Just an overwhelming feeling of “Meh”.
Mike has GMed here a
couple of times and I had a great time. I still haven't tried gaming
online. Various anxieties are keeping me from it. I really should
play a game online, just to see what it's like, so I will attempt to
do it within the next month. I am pretty sure that I won't want to DM
online, because the amount of prep and the mastery of the VTT
software seem like too much of a bother.
I guess we've
reached the end of the review. Gaming wise, I have published 2
character classes (1 for AD&D/OSRIC and the other for
B/X-Labyrinth Lord or AD&D/OSRIC), crashed and burned an AD&D
game I was running, and started an AD&D OA game that I am hoping
I can re-inspire myself for before Saturday. The list of
shelved/abandoned projects is a lot longer, but sadder to me.
Aside from gaming I
am doing pretty well. I live in a nice, new place, it's big. My
wife's entire extended family is around and I mostly like them. Met
and befriended a local(ish) gamer. My oldest daughter got engaged,
and my youngest is a senior in high school. I wasn't disappointed by
the new Star Wars movie. I got a bunch of cool OSR stuff over the
course of the year (White Star, Yoon-Suin, A Red and Pleasant Land,
Vornheim [I only had the pdf before], Petty Gods, Castle Gargantua,
Silent Legions- just off the top of my head).
Wednesday, December 2, 2015
Another Taste
Here's another little taste of my new campaign setting, also from the gazetteer, the city that was supposed to be the "home base" for the first party that I ran a game for in this world. They actually quickly fled the city to avoid suspicion for the ritual murder that the party's cultist cleric performed shortly after arriving.
Dusk-
The port city.
Dusk is an ancient city, predating the Empire, back to
the days of the Great Migration. Now it is in it's decay, having lost
it's chief sources of revenue, the Grand Canal, when Hilltown sunk.
Dusk is ruled by it's Lord Mayor and his council of Aldermen; they,
in turn, are greatly influenced by the Knight Commander of the
Imperial garrison, and the criminal organizations “The Family”
and the League of Gentlemen Rogues.
Sites
of interest in Dusk include the Theological Seminary of Dusk, located
just to the west of the city proper; the Imperial garrison at Fort
Dusk, located on the north of the city, just to the west side of the
harbor overlooking the harbor mouth; and, during the summer months,
both the Market of Dusk, which is run every week on Thursdays, and
the Dusk Hippodrome, where, against all odds and reason, the Empire
still hosts weekly chariot races, and one week long festival of
chariot races to end the season each year.
Lesser
known sites include the semi-legendary Undercity Tunnels, which may
predate the building of the city itself, where dark things are said
to lurk, guarding vast riches for those foolhardy souls that are
willing to try and take them; and the Raider's Market, held on
private land belonging to “The Family” just to the west of the
Theological Seminary of Dusk, where more illicit or unsavory goods
are bought and sold.
Details-
Dusk has a permanent population of, roughly, 6500 souls. It's chief
trades are fishing, it's markets (both official and unofficial) and
it's many taverns and brothels serving the transient community of
merchant sailors, traders and Imperial soldiers.
A New Campaign Setting
I have been working on a new campaign setting, on and off, for much of the last year. I intended that it should be used for my Swords & Wizardry campaign that never quite got off the ground, before I moved across the state in July. I call it "Shattered Empire", and it's a setting that could easily be used for "Lamentations of the Flame Princess", due to it's human-centric nature and it's semi-Lovecraftian feel. I almost went with LotFP when we started play, but jumped back to S&W because that was my starting point when I began the design. I also made fairly extensive use of Delving Deeper in the design, especially with regard to the monster list. Some bits of Carcosa were an inspiration too. I guess this works pretty well with any iteration of (A)D&D, with an emphasis on the original edition; or any retroclone, with a minimum of refitting. Anyway, here's a bit from the gazetteer for the primary campaign area- the most fleshed out part.
The Empire-
The Empire-
Official
Name: The Manifest Empire of Divine Providence
The
Empire was, at one time, a vast continent spanning entity; at the
time of the Apocalypse the Empire was essentially destroyed and
devolved into numerous small successor states. The heir to the old
Empire that is considered the most legitimate is the one that still
bears it’s name and it’s original title; even the
other"mini-empires" that make up the bulk of the
continental land-mass will grudgingly admit that “The Empire” is
the one with it’s capitol at Whitehall and controls the great city
of Neopolis. The Empire, for it’s part, still puts on airs like it
is an immense entity, but in it’s darkest moments will admit that
it is a shabby version of it’s ancestral self, unable to exert real
control any further than the reach of it’s armies.
Despite
having once been a republic, most positions within the empire have
become hereditary – at both ends of the socio-economic spectrum.
The powerful have become Dukes, Counts and Imperial Electors, the
peasantry are attempting, without much success, to stave off the
steady encroachment of hereditary serfdom.
The
society of the empire has evolved to have a distinct split between
it’s urban and rural components, with power largely residing in the
rural and prestige with the urban. The urban citizens of the empire
consider their rural brethren to be uncultured, uneducated, rude
hicks. The rural folk consider the urbanites to be effete, lazy,
corrupt fools. They are both essentially right.
Think of it like a cross between the late Roman empire and any decadent bit of Hyboria, only with extra-dimensional and cross-time pockets leaking in and the elder gods starting to sleep less deeply. I also had recently supported the Kickstarter for Silent Legions just prior to starting on this and my wife was diagnosed with cancer, so it is a bit dark.
I have a lot more, I just thought I'd float this tiny bit to see if it was of any interest.
Wednesday, November 25, 2015
In Memoriam
Last Thursday my
best friend Darryl's dad, Big Darryl, died. His death was not
unexpected, but it still came as a blow to me. A week has passed and
I still haven't figured out just what kind of tribute I want to write
or how to write it, so bear with me, I may ramble some.
Big Darryl was a
friend, a mentor, and a father figure to me which seems more
important to me than just mentioning that he was a gamer. He was a
gamer though, a wargamer first, an RPG gamer second. He was a smart
guy, a trait he shared with his oldest son Darryl, and he was the
first older smart guy I ever met that liked the same things I did.
His son Darryl was, and is, my closest friend, which is how I met him
when I was 13 or 14 years old. I spent about half of my weekends at
his house through the entirety of my high school years, and we played
a lot of games. Dawn Patrol, Speed Circuit, Star Fleet Battles and
Axis & Allies were favorites there, possibly because they were
more accessible to the other neighborhood kids that came over to hang
out while we were there, although it's not like he ever coddled
anyone when it came to gaming. Big Darryl's favorites were probably
Wooden Ships & Iron Men and Flight Leader, I'd guess.
He had a lot of
games. I thought it was normal for adults to have a small room
dedicated to their hobby, my own dad does, he's a model railroader.
He had tons of games we never actually got around to playing, some we
only played once or twice, mostly wargames, but he had a pretty
extensive RPG library too, pretty much everything ever printed for
FASA Trek, but I don't remember ever getting past the character
creation stage there. Multiple editions of Boot Hill, that I don't
recall ever playing with him, the James Bond RPG, Star Frontiers, Top
Secret. I guess it'd be easy to say he loved Science Fiction, he had
a great library of Heinlein and Asimov and a bunch of other old
school SF writers. He seemed to really love Star Trek, although he
had occasional rants about the Next Generation.
He was a veteran of
the US Air Force, he'd lied about his age, enlisted at 16 and was
famously stationed in Morocco, where he apparently ate dog. He was a
pretty damned good chess player. During the time I knew him, he
worked as a manager for the service departments of several different
automobile dealerships, an over-the-road truck driver and, lastly, a
school bus driver for a head start program. He loved cars and
airplanes, I went to more than one Warbirds show with him. He knew,
with an encyclopedic knowledge, pretty much everything there was to
know about any topic that caught his interest. When we played Dawn
Patrol, he would tell us about various WWI aces, with Speed Circuit
it would be Grand Prix drivers. He was a master strategist and an
excellent tactician and he pulled no punches when he played against
us boys, it made us better gamers. In his latter years, after we
started gaming again in the months before my sister died, he took a
little longer to play his turn, and he occasionally forgot some rule
or other in a game we hadn't played in fifteen or twenty years.
Darryl and I had gotten better, he had declined a little, it made for
a more even game, but it was a little sad too. Back in his heyday he
was a character too, his epic fits of temper when the dice screwed
him over were a legend, one that created the warning for new players
both to not be alarmed and by no means should they laugh. The man
took games seriously.
He hated D&D,
the way that only a true fan can hate. He worked for years on his own
fantasy heart breaker RPG, an ill-conceived Frankenstein of a system
that Darryl and I were occasionally forced to help Design, write, and
playtest, with small success that would usually send him back to the
drawing board and on another round of scrounging through the
rulebooks to other RPGs for bits to cannibalize. He was a master of
DYI and house-ruling, it took me decades to realize Dawn Patrol was
actually a fairly simple, fast-paced game for instance, once you
stripped away the accretions of his rules tinkering. The last game I
played with him, I think, was the Legend of the Five Rings RPG (1st
edition), it was fun- he embraced the unique setting and there
weren't any of his anti-D&D tirades.
I hadn't seen him
for a couple of years now, my own issues with depression and anxiety,
particularly after the death of my sister, combined with the fact
that he moved to Pennsylvania meant we fell out of contact again,
which had happened before, more than once.
I miss him. I wish
I'd taken Darryl up on his offer to go with him to visit his dad in
PA at least once. I guess I just always figured we'd have the time to
hang out at some point in the future.
Friday, November 20, 2015
A Pair of Meditations on OD&D
I have been thinking
a lot about the game, as it is played now, even by us OSR types,
versus how it was played at the beginning. This led me down a couple
of similar, related paths regarding the origin of the game and the
expectations of it's players.
These days D&D,
and RPGs in general, have evolved into two distinct categories. I do
not claim that one style of play is superior to the other, I merely
observe that there are two camps. They are not mutually exclusive of
each other either, though groups tend to fall with a majority of
players in one of the two camps and rules systems have developed to
play to the advantages of both styles. I also do not claim that the
camps are opposed to one another, they simply are.
The first category
of RPG takes the RP part and expands upon it, to the near exclusivity
of the other parts of the game, essentially making the experience a
directed improvisational theater performance. Some D&D players do
this, most everyone in the “Storyteller” type games is doing
this. I have found this type of game to be generally too abstract and
often too linear. I like to make the story for myself, reacting to
the world around me, even as it reacts to my actions; I don't like to
be locked into a pre-plotted narrative.
The second group
embraces the G, and become somewhat gamist about it; meta-gaming and
rules mastery are rewarded, most people playing 3.x D&D,
Pathfinder, or 4th edition D&D seem to fall into this
camp in my experience, which is, admittedly, small. Games that
emphasize tactics and have detailed rules systems kind of encourage
this, I found this style of play to be too simulationist for my
tastes.
So I sat down and
read a bunch of blogs about OSR gaming. I read through a couple of
different iterations of the D&D rules from the early days, and
their modern clones and variants. When I was done doing that I
thought about it for a while.
On Player
Characters-
D&D started out
as a cooperative skirmish scale wargame. Players, at least beginning
players, were encouraged to play only one “unit” in this game.
One unit being a single individual, the character. Wargamers tend to
begin to identify with certain units, or at least they think of
certain units with regard for the memories of what those units have
done in past games. When there is a campaign game, and units can gain
experience, moving up from green, to veteran or even elite status,
they care even more. Since early D&D, and presumably the
“Braunstein” games that preceded it, adopted this experience
system, and the players were identified solely with their single
unit, those units developed a life and personality of their own. The
game could be played with miniatures, and I am certain it was, in the
beginning. That's how I played it when I started out. However, and
this is important, it could also be played “theater of the mind”
style, with out miniature figures, without a board or table. This
opens up a lot of possibilities, you don't need as much space to
play, and you don't need to have the “right” unit (miniatures
wargamers tend to hate substituting in the “wrong” miniature), to
name just two, off the top of my head.
My point here is
that the single unit that you play in this cooperative skirmish game,
becomes something you get attached to more and more over time, with
repeated successes, or at least escaping death. Your character's
stats may be written on a 3x5 card, but he ultimately becomes more
than the card he's written on. He doesn't start that way though.
Gygax is famously quoted as having said “Backstory is what happens
in the first three levels”*. Generally as your character gets more
experienced he starts to acquire retainers and hirelings,
sub-characters whose job is to assist in the success of whatever
“mission” the party is on and to help keep the primary character
alive**. The player character becomes a “squad leader” as the
game scales up, and it generally becomes expected that the trusted,
experienced henchmen will become player characters in their own right
over time, usually at the death or retirement of the primary PC; and
all of this was necessary because PCs never reached the power levels
that are common now.
I came to wargames
and D&D at the same time- I played my first hex-and-counter
wargame one week to the day before I played D&D for the first
time. I had no preconceptions of how either type of game “should”
be played, so I approached both of them from what my previous board
game experiences had taught me, and, in the case of D&D, just
what being a kid with a good imagination taught me. The lack of a
board was slightly confounding, but I got that my single character
was my “piece” or token for the game, and that, if I died, it was
game over (a term I was just beginning to see in the nascent video
game industry). The more difficult part to wrap my head around was
the “play acting” part, that took time.
My original D&D
crew also had to be slowly coaxed into having hirelings, and never
really took to henchmen at all. I suppose AD&D taught us to
regard them as experience point leeches. We did start to really give
personality and individuality to our characters though, eventually,
as they were played more and leveled up some. I guess we were more or
less on point with regard to how the elders of the game had
originally played there at least.
So, to sum it up. I
think it's possible that we are placing too much emphasis on our
player characters, making them too individual, with their own
backstories and personalities too soon, jumping the gun trying to
make all of our characters special snowflakes right out of the gate,
where in the earliest days of the hobby that wasn't really a thing.
Both schools of thought in modern gaming seem to have lost sight of
what was just obvious in the beginning, for different reasons.
On Alignment-
My second thought
was about alignment, which has been popping up here and there across
a bunch of blogs, but I never would have understood in it's
originally conceived form, if I had not thought about D&D as a
wargame. Simply put, alignment has no real morality to it in it's
original conception, it's just the faction or “team” your
character plays for. Lawful versus Chaotic (Law vs. Chaos), with some
neutral parties that could go either way, or they might form their
own team and fight against both sides. This “which team does my
unit belong to” alignment system makes a great deal of sense when
coming at this from a wargaming point of view.
Admittedly, there
was some moral component creeping in even at the start (or at least
near the start).
This is the
alignment chart from the Holmes Basic set, which I think we can all
agree is closer to OD&D than it is to either AD&D or B/X.
The moral component,
or Good-Evil Axis only really comes into it's own with AD&D,
where each of the nine alignments in the spectrum have distinct
definitions. Few aspects of the D&D game have brought about more
rancor and disharmony than the expansion of the “team” alignment
system into the “morality spectrum” alignment system, and we lose
an important part of what alignment meant back at the beginning.
Holmes Basic was my first D&D, followed quickly by the X half of
B/X and AD&D, pretty much concurrent with each other, so my
entire concept of alignment was the AD&D style, until now. Now I
like the “team” alignment system present in OD&D, that
apparently continued, with a slight hiccup in Holmes, through the
entire TSR D&D line.
To conclude I want
to state that I wasn't looking to declare any one play style superior
to the others, but instead to discover for myself what we do
differently than the creators of the hobby did. Going back and
reading through OD&D, skimming through Chainmail, and reading
through S&W White Box and Delving Deeper, but from a wargamers
perspective was an interesting exercise. The expectation of what the
play experience was going to be is somewhat different than it is now.
Regardless of whether the game is more story oriented or more
simulationist, new games spend a vast amount of time in character
creation, which means that high mortality rates are extremely
undesirable. Contrast this with the five or so minutes of character
creation in OD&D and it's simulacra, and the concept that the
character is just a playing piece and the high mortality rate is no
big deal, but you really start to feel it when they have some time
invested in them later on.
I don't think any of
this is ground-breaking news, simply stuff that I was unaware of. I
may be wrong about the whole thing, this is just what I got from
trying to see things from a different perspective as I read through
these early D&D books and their more recent restatements. I had a
similar epiphany the last time I did this, after I had read a series
of blog posts about the post-apocalyptic assumed setting of OD&D
with regard to setting and encounter design, and embracing
randomness.
* Or five maybe?
It's possible he never said it at all, but that doesn't make it a bad
sentiment.
** I suppose that
makes Charisma seem less like a dump stat, it affects how many
retainers you can have and whether or not they stick around; which is
important in the “squad leader” phase of the game.
Labels:
adnd,
Advanced Dungeons and Dragons,
DnD,
Dungeons and Dragons
Friday, November 13, 2015
Wednesday, September 23, 2015
A Wee Update
I started writing
again, pretty regularly, after I had more or less decided to quit
this and start another blog, at least for a few posts, then I went on
a communications blackout again. This time it happened because I
started writing a post about how using ideas that you think suck when
you first have them, or actually using elements of a game that you
personally dislike, can actually lead to some pretty cool stuff. I
started writing about how I kind of hate Gnomes in AD&D, and then
came up with a pretty cool Gnome-based idea for my new AD&D
campaign. So I wasn't ready to share it just yet, and I kept on
working on it. I also started running a new AD&D campaign, we're
two sessions in now, and I keep getting lots of cool ideas that I
want to work on, so I have been. Again, something I can't really
share just yet. Additionally, the AD&D Oriental Adventures group
I started on Facebook a few months back has started to take off a
bit, so I have been spending a bit of time making sure I keep up with
that, since it's my group, my responsibility. Then there have been a
few KAG related things I've been doing some work on, and lastly, but
not least, I have another idea for a new (A)D&D campaign that I
have been thinking about some, so I am writing that stuff up in my
“campaign ideas” document; which I started specifically to
document any ideas I wanted to explore for use at a later date-
either because I didn't have an active game going, or I was running
something else but didn't want to lose a good idea. I've been looking
at a lot of “gonzo” old school stuff lately, and it has inspired
me. That and Whitestar.
Friday, September 4, 2015
Monks, Monasteries and AD&D
Monks, love them or
hate them, are part of the AD&D landscape. They have been around
since the early days of the original D&D game, from the Blackmoor
supplement in 1975. Ever since then they have been crapping up D&D's
(and AD&D's) pseudo-western European fantasy vibe. They yanked
them from the D&D line with Holmes Basic (which was really basic)
and they weren't in B/X, but they returned there, renamed the Mystic,
with the Cyclopedia, maybe BECMI, I don't know, I only ever had the
Companion set for that edition. 2nd edition AD&D
dumped them, although it's possible they showed up in one of the
eight million splatbooks. They definitely made a return as a core
class in 3rd edition*, and were/are presumably in 4th
and 5th editions**.
I work, mostly, with
1st edition AD&D, so eventually the subject of Monks
always comes up. They make decent villains, as the Scarlet
Brotherhood, in Greyhawk; and, as such, appear in several AD&D
modules set there. Greyhawk is about as close as you really get to an
official, core, 1st edition AD&D setting. It belonged
to EGG, pretty much all of the published modules are set somewhere in
the World of Greyhawk, pre-1985 anyway, and Greyhawk means acceptance
of Monks. So does 1st edition AD&D, by the book.
We may not use every
single rule when we play 1st edition AD&D, for
instance we mostly ditch weapon vs. armor, but it's tough to justify
getting rid of a class from the Players Handbook. Assassins are
probably the only other class people ever try to ditch, and you have
more justification for that- I often run with a “No Evil Aligned
Characters” house rule to promote a more cooperative and heroic
style of game. But with Monks, we're just kind of stuck with them***,
if we're playing AD&D.
It's hard to remove
that whole Shaolin Kung-Fu image from them, and that flies in the
face of the rest of the AD&D aesthetic. They should be tonsured
and live a simple, contemplative life, away from the concerns and
squabbles of the secular world, devoted to their deity, in short,
another brand of Cleric. I keep trying to find a way to make the Monk
Class seem more like traditional European monks, to justify their
existence in an otherwise largely Western European assumed setting.
Maybe something like Friar Tuck? I know he's not a Monk, but a Friar,
but in a pseudo-European context isn't that what adventuring Monk
would be?
I don't really offer
any solutions to the Monk problem, I just wanted to air my thoughts
on the subject a bit. What does everyone else think? Are Monks fine
in AD&D? Do they need some sort of reskinning for a more western
medieval setting? Do we say to hell with verisimilitude and go with
it anyway, because it is a FANTASY world first and foremost?
*which should have
been either called 3rd edition AD&D, or like 5th
or 6th edition D&D. Does Cyclopedia count as a
different edition than BECMI? What about that black basic book from
the 1990s?
**I actually own,
and gave a read through of 5th edition, but I honestly
can't recall if the Monk was present, and I am not interested enough
to go look it up.
***Mostly, I have
run a long standing game in a world without any Monks and never had
anyone complain.
Monday, August 31, 2015
RPG a day
Just to keep in
practice, but I am doing them all at once, because I am a rebel-
Forthcoming game I
am most looking forward to:
I can't really think
of any game that isn't out yet, that I have heard of that I want- so
I am going to say the print copies of White Star.
Kickstarted game I
am most pleased I backed:
I don't actually do
a lot of Kickstarters. I got burned by the Up Front Kickstarter, and
my disposable income has dropped significantly since my wife was
diagnosed with cancer. I am going to say anything from Kevin
Crawford.
Favorite new game of
the last 12 months:
James Spahn's White
Star, hands down.
Most surprising
game:
Again, White Star. I
was surprised by how much I loved it, and by how inspired I was by
it. I have a couple of different settings for it that I am tinkering
with, nothing I can publish (copyrighted IP), and I may not end up
ever playing in them (too little time, too few players), but I was
still surprised at how much this game affected me.
Most recent RPG
purchase:
The Spectre King for
the Pendragon game.
Most recent RPG
played:
Labyrinth Lord,
before I moved. I had decided to run a session of Stonehell with the
system it was statted for.
Favorite free RPG:
Delving Deeper- but
this was a toss up between retroclones. OSRIC, Labyrinth Lord and
Swords & Wizardry were all in the running too, and maybe on a
different day one of them would have been picked, but today it's
Delving Deeper.
Favorite appearance
of RPGs in the media:
I can't really think
of any, odd question, pass.
Favorite media you
wish was an RPG:
Falling Skies?
Favorite RPG
publisher:
TSR, they gave us
D&D. But for extant companies, I am going to go with New Big
Dragon Games.
Favorite RPG writer:
E. Gary Gygax, but
for living authors I'll pick Richard Leblanc.
Favorite RPG
illustration:
Tough call, too many
to choose from, old TSR stuff, OSR stuff, other games and companies.
I always was fond of Twilight 2000's photo realistic style. “A
Paladin in Hell” is certainly evocative and inspirational, as is
pretty much anything by Trampier or Otus- in different ways.
Favorite RPG
podcast:
I really don't
listen to podcasts with any regularity.
Favorite RPG
accessory:
What popped
immediately to mind was the Kara-Tur boxed set, but when I think
about it, I haven't really used it all that much, I used the module
OA1 “Swords of the Daimyo” way more. I haven't actually spent
enough time using any new stuff to properly assess their utility, but
I'd like to say the “d30 sandbox companion” or the “Wilderness
Alphabet” .
Longest campaign
played:
I'd have to say Tim
McDougal's Specularum based 1st edition AD&D campaign
from the 1980s was the longest running, and probably the most often
played campaign I ever played in. I DMed a pretty long running
campaign concurrent with that, mostly 1-on-1 with my next door
neighbor Scott Whitmore, but Tim's played more often.
Longest game session
played:
A 1-on-1 week long
Oriental Adventures sandbox with my friend Darryl Cook when we were
18 I think. I think I was unemployed at the time and he had a week's
paid vacation. We holed up in my bedroom at my parent's house and
never stopped for more than about 3 hours time to nap, which we did
maybe 7 or 8 times in 7 days. We ate at the game table, and only had
2 or 3 15 minute (at most) bathroom breaks. He played a Kensai and
kept really good notes about the whole game, I had those notes for
like a decade after that. I eventually lost them, probably in a move.
Favorite Fantasy
RPG:
Advanced Dungeons &
Dragons, 1st edition, pre-Unearthed Arcana (but including
Oriental Adventures). Runners up- 2nd edition AD&D and
B/X D&D.
Favorite SF RPG:
West End Games d6
Star Wars. Runners up- FASA's Star Trek, Twilight 2000 (1st
edition) and Gamma World (early 1980's edition).
Favorite Supers RPG:
TSR's Marvel Super
Heroes.
Favorite Horror RPG:
Vampire: The
Masquerade. I lost OSR cred there, but I stand by it, as it brought
way more people. especially women, to the hobby. I was in college
when it hit and the RPG scene exploded.
Favorite RPG
setting:
I am assuming
published, so I am going to go with 43AD. I know it's a stand alone
game, but it's really just a setting book for Zozer Game's d6 RPG
system. Plus, since I worked on it, I am intimately familiar with it-
a real bonus. Otherwise, probably a tie between B/X D&D's “The
Known World” AKA “Mystara” and EGG's own “World of Greyhawk”.
Perfect gaming
environment:
A large table with
comfortable chairs, good lighting, a small side table for the GM.
Temperature at a comfortable level (AC in summer, heat in winter-
these have been an issue in the past), snacks & drinks easily
accessible. Nearby bathroom facilities. Bookshelves stocked with RPGs
and their accessories are a plus. No distractions nearby- TV, radio,
computer, etc. Handicapped accessible would be nice too. Most places
I have gamed have met most of these criteria, few meet all.
Favorite house rule:
I don't know if it's
my favorite, but it certainly is the most widely utilized among
gamers I have played with- the nearly universal natural 20 equals a
double damage critical hit. How the critical hit is applied has some
minor variation- I double the number of damage dice, then add any
applicable bonuses (Strength, Magic), other people just roll the
normal damage dice and then double it, some people double bonuses
too. Runners up include the d30 rule and “Shields Shall Be
Splintered”, but they are forgotten too often at the table, and the
4d6 drop the lowest die x7, drop the lowest total, arrange as desired
stat rolling system.
Favorite
revolutionary game mechanic:
a 3 way tie of good
rules from the 3rd edition era- the 3 saving throw system,
the critical threat-hit system, and ascending AC. I don't use them
but I recognize their excellence.
Favorite inspiration
for my game:
History, followed by
literature from various historical periods(Norse Sagas, Chansons des
Geste), followed by historical fiction (I am a big fan of Simon
Scarrow's Macro & Cato series, Colleen McCullough's Masters of
Rome, and there are several series about vikings I like.), followed
by myth, folklore and legend, then lastly fantasy and science fiction
literature (I really liked Katherine Kerr's Deverry series, Dorothy
Heydt's “A Point of Honor”, Deborah Turner Harris's “Caledon of
the Mists” and it's sequels, of course Robert E. Howard's Conan and
more). They are all pretty tightly tied together for me. I guess
movies and TV are pretty inspirational to me too, HBO's Rome was
excellent, History Channel's Vikings ranges from OK to good. Gaming
fiction I find next to useless as inspiration, as it is usually
pretty uninspired itself. GURPS has some excellent supplements-
Vikings, Imperial Rome, Celtic Myth, Middle Ages. There are quite a
few books on adventure design that are pretty good whether you use
the tables or not- Wilderness and Dungeon Alphabets, Tome of
Adventure Design, even TSR's DM's Cookbook.
Favorite idea for
merging 2 games into 1:
There's a special
hell in which I have served too much time. Genre mashing is sometimes
OK, system mashing usually is not.
Favorite game I no
longer play:
I could be a
smart-ass and say AD&D, just because I haven't got a new game
going since I moved, but I'll go with Pendragon instead. I haven't
played that since the 1980's. Every now and again I buy new stuff for
it, but I never play.
Favorite RPG website
or blog:
Tough call, I read a
lot of gaming blogs, OSR blogs mainly, and each of them I have a good
reason for reading. Commentary, content, or news; they're all pretty
important to me in their own ways.
Favorite RPG playing
celebrity:
I haven't played
with any of them, and I don't know any personally, but I guess I'd
have to go with Vin Diesel. The man preaches the gospel of gaming.
Favorite non-RPG
thing to come out of gaming:
My marriage. I met
my wife because of gaming nearly 25 years ago, started dating roughly
22 years ago and we've been together ever since. Most of my oldest
friends I met through gaming too, so here's a shout out to my buddy
Darryl- we met at the junior high D&D club in the fall of 1981.
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