Monday, March 3, 2025

Fight On! Fights On

Editor extraordinaire, Ignatius Ümlaut, has informed me that issue #16 of the flagship fanzine of the Old School Renaissance, Fight On!, is now available in both print and digital forms. Dedicated to the late, great Dave Trampier, this 128-page issue includes excellent contributions by a wide variety of writers and artists – from Dave Hargrave and Tim Kask to Peter Mullen and Cameron Hawkey, not to mention Sean "Stonegiant" Stone, Oakes Spalding, Simon Bull, Gabor Lux, Kevin Mayle, Evlyn Moreau, Calithena, Paul Carrick, Sophie Pulkus, J. Blasso-Gieseke, bät, Attronarch, Philipp H., Settembrini, Robert S. Conley, Idle Doodler, DeWayne Rogers, Rick Base, Dyson Logos, Jon Salway, Becami Cusack, Tony A. Rowe, Prince of Nothing, Jasmine Collins, Anthony Stiller, Allan T. Grohe Jr., Will Mistretta, Steve Queen, Zhu Baijee, Thomas Denmark, and many, many more (including yours truly). 

It's this "ecumenical" approach to old school gaming that, in my opinion, distinguishes Fight On! Its contents are incredibly diverse, representing everything from the groggiest of grognard takes to more new-fangled, "old school-inspired" approaches. Not every article is going to appeal to everyone – and that's OK. Fight On! reminds me of what Dragon was like during my youth, when each issue was a grab-bag of the unexpected, some of which I could immediately use and some of which I only came to appreciate later. That's as it should be. Speaking only for myself, I know only too well how easy it is to get trapped inside my own head, limiting myself to my own comfortable ways of thinking. Fight On! shakes me out of my complacency, offering me ideas and imagery that I might otherwise not have considered. I have no doubt that it'll do the same for you.

The Articles of Dragon: "The Dragon Magazine Combat Computer"

Dragon magazine is, of course, most remembered for its many excellent articles published over the course of the three decades of its existence. This entire series of posts is a testament to just how many great articles there were – or at least how many articles captured my youthful imagination to the extent that I still remember them today, long after Dragon has ceased publication. However, there were other aspects of the magazine that I still recall fondly to this day, chief among them being the cardboard inserts found in the centerfolds of certain issues. These inserts were most frequently used for game boards, but occasionally they served a different purpose.

Perhaps the most memorable example of this occurred in issue #74 (June 1983), which included "The Dragon Magazine Combat Computer," designed by Laura and Tracy Hickman and brought to life by Roger Raupp. The titular Combat Computer is a pair of cardboard discs that, after being cut out, can be placed one on top of the other and connected with a brass paper fastener. When assembled, the topmost disc (the plate) can spin atop the lower disc (the base). Doing so enables the user to calculate the number needed to hit for any AD&D character of any class or level against any armor class. The Combat Computer even aids the user in making use of "weapon vs AC" adjustments that most people in my experience generally ignored.

Here's what the plate of the Combat Computer looks like, courtesy of the Dragonlance Saga website (yes, I am aware of the irony):

The Combat Computer is a clever piece of analog technology, from the days before desktop computers were commonplace. I absolutely loved it when I got my copy of issue #74 in the mail and made ready use of it. My main complaint was how flimsy it was. After months of carrying it around with me, the cardstock on which was printed started to bend and tear, rendering it less useful. To some extent, I'm to blame for this. I should have taken more care with it. I also probably should have headed the article's suggestion of gluing it to a second sheet of cardboard for increase durability.

Interestingly, the RPGA sold a product called the AD&D Fighting Wheel in its member-exclusive gift catalog that was very similar to the Combat Computer but made of plastic. I've never seen the Fighting Wheel for myself, only photos, so I can't speak to the quality of its manufacture. However, I imagine that simply being made of plastic would be a significant improvement over the Combat Computer. Even so, I retain many fond memories of the Combat Computer, many of them tinged with my current ambivalence about the tradeoffs we've made in embracing computers in nearly every aspect of life, even our hobbies – but that's a topic for another post ...

When Were You First Introduced to Roleplaying Games?

The ongoing results of the polls I've posted here over the last month have been very instructive in giving me a better understanding of Grognardia's readership. I've still got several more polls (at least) in the works before I attempt to draw any conclusions. Among those polls is today's, which I consider an important one: when were you first introduced to roleplaying games? My assumption has long been that most of my regular readers are middle-aged, the vast majority of whom entered the hobby during the period between 1979 and 1983, when Dungeons & Dragons was at the peak of its faddishness. However, that's just an assumption and may well be wrong.

So, for today's poll, I've presented lots of three-year periods – from 1974 to 2000 – in which readers can identify the period when they first started roleplaying. My apologies to anyone who entered the hobby from 2000 on. I've compressed the last quarter-century into a single option, both for my convenience and out of a sense that it'll still be a minority choice. If I'm wrong about that, I can always do a follow-up poll to distinguish between the various three-year blocs of the last 25 years.

Wednesday, February 26, 2025

Operation Resolute

PROTOCOL FOR THE REINTEGRATION OF U.S. MILITARY FORCES


I. PURPOSE

Operation Resolute is the authorized protocol for the redeployment of United States military forces from the European Theater to American soil. This operation is designed to:

  • Support national recovery efforts following the nuclear exchange of November 1997 and the subsequent breakdown of civilian governance.
  • Ensure the preservation of the U.S. Armed Forces as a cohesive and operational entity.
  • Stabilize the domestic situation by restoring order and securing critical resources.
  • Provide a unified chain of command under the direction of the Joint Chiefs of Staff during this period of unprecedented constitutional and political uncertainty.

The success of Operation Resolute depends on the discipline, commitment, and cooperation of all personnel. The United States military remains the backbone of the Republic’s survival, and every service member is expected to conduct him or herself with the highest level of professionalism and honor.

II. EXECUTION

Operation Resolute will be conducted in two primary phases: Troop Withdrawal and Repatriation.

PHASE I: TROOP WITHDRAWAL

Objective: To consolidate and redeploy U.S. forces from Europe to designated points of embarkation for return to the United States.

    1. Staging & Embarkation

  • Units will assemble at Bremerhaven, FRG for withdrawal operations.
  • Priority embarkation will be given to combat-ready units, critical support personnel (medical, engineering, logistics), and command elements.
  • Units unable to withdraw due to operational constraints will receive alternate redeployment orders.

    2. Logistical Considerations

  • Coordination with remaining NATO allies and neutral shipping contractors will facilitate transport.
  • Airlift capability will be extremely limited and reserved for high-priority personnel and cargo.
  • All personnel will be briefed on supply conservation measures during transit.

    3. Operational Messaging & Morale

  • Units will receive official briefings on the necessity of returning to the United States to preserve the Republic.
  • Military leadership will emphasize duty, honor, and service to maintain discipline and morale.

Monday, February 24, 2025

"We Are Going Home."

From the prepared remarks of Lieutenant General William Hawthorne, Commanding General, V Corps (U.S. Army), European Theater, delivered November 15, 2000, just prior to the departure of Task Force 34 from Bremerhaven, Federal Republic of Germany: 

We have fought, bled, and suffered together through the worst war our nation has ever seen. We came to Europe as the vanguard of American strength and, for years, we held the line. But now, our mission here is over. The order has come: we are going home.

Some of you may be asking why. Why now, when there are still battles to be fought? The answer is simple: America needs its soldiers. The war left deep scars on our homeland. Cities burned, families scattered, and the institutions we once took for granted are struggling to stand. We are no longer just warriors; we are builders now. Protectors. The fight ahead is not one of trenches and frontlines but of restoring order, defending our people, and ensuring that the nation we swore to serve does not crumble in the face of anarchy.

This will not be easy. The country we return to is not the one we left. The rules have changed. The faces in charge may not be the ones you remember. But our duty does not change. Honor does not change. We stand for the United States, not for any one man or council. And whatever shape the future takes, it will be built by those who refuse to give up on what America stands for.

Some of you have doubts about what lies ahead. I won’t tell you not to. The road home is uncertain. But I know this: wherever we go, whatever comes next, we go together. You have fought beside your brothers and sisters in arms through hell itself. You have carried each other through the fire. That is what will see us through the storm ahead.

So pack your gear, say your goodbyes, and steel yourselves for the road home. Our duty is not finished. It is only just beginning.

Soldiers: let’s move out.

Campaign Updates: Tous les Trois

Since these weekly (or semi-weekly) updates have been surprisingly well-received, I've decided to keep writing and posting them. In addition to simply giving readers insights into the games I'm playing and how I'm playing them, the updates also often serve as useful springboards for other discussions on this blog. It's long been my contention that, while theorizing about RPGs has its place, the most important thing – the very heart of the hobby – lies in actually playing these games. rather than simply talking about them. It's my hope that these updates will thus provide just as much food for thought as more "abstract" discussions. 


Barrett's Raiders

The characters continued to make preparations to leave Goleniów and head west toward Bremerhaven, where US forces were marshalling in preparation for evacuating Europe on 15 November 2000. Col. Kettering provided them with a reasonably up-to-date map ("It was accurate a week ago – or so my superiors assure me.") of northern Poland and Germany, including the current disposition of NATO and Warsaw Pact forces. While this made planning for their coming journey easier, it did nothing to resolve the question of the medium atomic demolition munition (MADM) and whether to reveal their possession of it to Kettering. In the end, the characters opted not to do so, feeling it better to turn it over to the appropriate authorities in Bremerhaven.

Before leaving Goleniów, Vadim (Soviet doctor POW), Michael (CIA deep cover operative), and Radosław (Polish People's Army deserter) all needed to obtain Polish identity papers – Vadim and Michael because they needed to hide their true identities from American forces, and Radosław because he had none. To do this, they had to work out a deal with Sergeant Dariusz Kowalski, a logistics officer attached to the forces of the Polish government-in-exile. Nicknamed "Miś" – "teddy bear" – Kowalski was a big, burly man who had black market connections. He could give the characters what they needed but it would cost them in weapons, ammo, or medical supplies. Fortunately, they had plenty of captured AKM rifles and 7.62mm bullets to trade. A deal was struck and they got their papers.

Now ready to go, the characters bid farewell to the Canadians who'd been traveling with them and departed. Their journey across northern Germany was relatively uneventful. They took longer than needed, because their commander, Lt. Col. Orlowski, wanted to be sure they were well rested when they reached Bremerhaven. In addition, he was still somewhat concerned about what would meet them there. The situation back in America was obviously fraught and he had no desire to see his men impressed by the Joint Chiefs into a civil war against their fellow Americans. On the other hand, the evacuation fleet in Bremerhaven was their only ticket home, so they had little choice. That's why, on Saturday, September 23, 2000, the men of Barrett's Raiders elected to head down the road that would lead them to an uncertain future. 

Dolmenwood

Now that Clement of Middleditch was Sir Clement of Middleditch, sworn knight of Princess Snowfall-at-Dusk, the youngest daughter of the fairy Cold Prince, he had a quest. His liege lady had asked him to investigate the activities of Lord Malbleat, a dubious breggle noble, who seemed to be behind schemes that threatened both the mortal world and Fairy. He and his comrades had chartered a boat to traverse Lake Longmere, in order to reach the High Wold, the ancestral lands of the breggle. This they did without much trouble – a first in their journeys across the Dolmenwood. 

On the other side, they encountered breggle fishermen who greeted Falin with great reverence. This discomfited her greatly. As a breggle cleric – and a somewhat heterodox one at that – she was used to being treated with condescension and suspicion among humans. To now be treated with respect was an odd thing. She learned from the fishermen that just to the south lay the hamlet of Shagsend, whose lord, Windore Hoblewort, was a vassal of Malbleat. If they wanted to know more about Malbleat and what might await him in his lands, Hoblewort was the breggle to talk to. 

As they made their way to Shagsend, the characters encountered a grimalkin mounted on a seelie dog. Sophisticated and elegant, he introduced himself as Marid Adventi, an enchanter traveling to Shagsend in the company of the Demoiselle Madrigal de Chanterelle, a fairy fungus cat. Marid is a new player character, so this was an opportunity to introduce him into the campaign, bringing the total characters to four. I was especially happy in this case, as his player is an old friend with whom we hadn't gamed for many years. His return to the fold was thus a moment for rejoicing.

House of Worms

The character continued their interrogation of the moneylender Kautélu huGurudrá. It soon became clear that he had acted simply as a go-between and that he knew comparatively little about the people with whom he interacted – including their schemes. He was, however, willing to aid the characters, provided he did not have to betray any confidences to do so. After some thought, they made use of a series of code words they'd plucked him mind via ESP, in order to present themselves as members of his own Copper Door clan sent to test his loyalty. This proved sufficient and he directed them toward an entrance to the underworld beneath Béy Sü. That's where their quarry, Makésh hiVriyón, had fled.

Crossing a series of basements, sub-basements, and hidden chambers, the characters soon found themselves in a subterranean labyrinth. Making use of Nebússa and Grujúng's tracking skills, they eventually made it to a room guarded by a number of copper-armored undead guardians – Shédra! They defeated them handily, though Kirktá wondered whether doing so was some kind of violation of the precepts of Sárku. Since no one else seemed concerned, they proceeded ahead, eventually finding a chamber that showed evidence of someone's recently passing through. A smoldering torch in a sconce more or less confirmed this.

Inside, they discovered Makésh attempting to make an escape through a trapdoor. With him was an unnerving beautiful woman. Everything about her was perfect by Tsolyáni beauty standards – so perfect, in fact, that it triggered a sense that she couldn't possibly be real, a fact more or less confirmed by the inability of Keléno to use his ESP on her. This was clearly Ki'éna, for whom Makésh worked. She was friendly and non-threatening. She explained she wished no ill upon the characters, especially Kirktá, who, she stated, had a "glorious role to play" in the coming ascension of Prince Dhich'uné to the Petal Throne. She told them that Kirktá would be unwise to seek the Throne himself, but, if they had to know the location of the golden disc identifying him as an heir to the deceased emperor, they should seek it at the Temple of Belkhánu.

The characters briefly considered attacking Ki'éna but opted instead to let her and Makésh go, They assumed her to be a powerful sorceress or some other potent being. More to the point, they had other matters to ponder, including whether or not to flee Béy Sü itself, since it's possible that, whatever Kirktá's "glorious role" was, he might not be able to achieve it elsewhere. This, in turn, led to speculation that maybe fleeing was exactly what Ki'éna wanted them to do. Rather than consider every paranoid possibility, they concluded that they had no real option but to keep pressing ahead in the capital. Whatever was going on and whatever Kirktá's role within it, they needed to prepare themselves.

How Long Are Your RPG Sessions?

I'm going to continue posting polls each Monday for a few more weeks, because I'm very curious about how the other half lives, so to speak. I know my own experiences gaming, especially over the last decade or so, are quite unusual, so gathering this data gives me a bit more insight into what my fellow roleplayers are doing (at least those who regularly read this blog). As always, please feel free to use the comments to clarify or expand upon your vote.

I've kept both of the previous polls open for now, so, if you haven't yet voted in those, please consider doing so. The more votes they receive, the better the picture I have. My intention is, sometime after all the polls are closed, to do a brief analysis of the results.

Thursday, February 20, 2025

Retrospective: Traveller: The New Era

The original purpose of MegaTraveller's Rebellion was to shatter the Third Imperium into a welter of mutually antagonistic successor states – the idea being that this would make GDW's official setting more dynamic, thereby encouraging a wider range of play. Reception of this approach was mixed. Many longtime players of Traveller felt it had irrevocably "ruined" the setting, while newer players were simply confused. The Rebellion made sense (barely) if you were already deeply invested in the deep background. If you didn't have such arcane knowledge, it was downright confusing.

The situation only became worse as development of the unfolding Rebellion storyline relied more and more on such knowledge. That's when GDW decided to bring the Rebellion to a conclusion and usher in a new era for Traveller and its Third Imperium setting – or should I say post-Imperium setting, as the once-great interstellar empire was forever destroyed and would never be stitched back together, no matter how much some fans held out the hope that it might.

Enter 1993's Traveller: The New Era (TNE), a wholesale revision not just of Traveller's rules but also of its setting and, I would argue, tone. Whereas MegaTraveller's version of the Imperium was merely in the midst of long-term political turmoil, it was still largely recognizable as the same setting published by GDW since 1979's The Spinward Marches. TNE, by contrast, largely wiped the map clean. The shattered Imperium of MegaTraveller was mostly gone, its worlds thrown into chaos, with many reverting to barbarism as a result not just of the battles of the Rebellion but the release of an artificially intelligent weapon known as Virus that soon infected advanced computers and other technology throughout Charted Space. In doing so, Virus triggered a near-total collapse of all interstellar civilization outside of a few isolated pockets.

To say TNE's setting was very different from that of either classic Traveller or MegaTraveller is something of an understatement. With the exception of the Regency (an area of space that included the aforementioned Spinward Marches sector) and the alien Hive Federation, all the other pillars of the Traveller setting were now absent. The intention behind this was to provide referees with a blank slate on which to build their version of the Traveller universe. No longer would it be necessary to go delving into multiple supplements to learn the details of a sector or world. The Rebellion began and Virus ended the Imperium and its neighbors, leaving behind a vast expanse of unknown worlds to explore.

It's a great idea in principle, but, in practice, TNE required only slightly less understanding of the pre-Virus Traveller setting than did its predecessors. The larger story of TNE – the recovery from Virus and the rebuilding of interstellar civilization – depended on what had come before. Indeed, it was often a commentary on it, with lots of (in my opinion) intrusive criticisms of the Third Imperium and, by extension, most other interstellar states as cruel, uncaring, and often oppressive regimes that cared little for the worlds and peoples they governed. The violence and death of the Rebellion is presented as an indictment of the Imperium and its political structure, despite the fact that the nature of jump drive and a lack of interstellar communications makes more responsive, collaborative forms of governance impossible. 

Of course, TNE did itself no favors in the rules department either. MegaTraveller, for all its faults (and errata), was still broadly the same game as classic Traveller. By contrast, TNE uses rules that are quite similar to those in the second edition of Twilight: 2000 and Dark Conspiracy – GDW's so-called "House System." The House System is mostly fine, but it's not Traveller. For example, characters have a different set of ability scores (Agility instead of Dexterity, Constitution instead of Endurance, etc.) and that rubbed me the wrong way. Similarly, skills and character generation differed in ways big and small from those of previous editions. Combined with larger changes to combat, technology, and other areas, it made TNE feel off to me – like an uncanny valley version of the game I knew and loved.

I have no idea how the game was received by newcomers to Traveller. I know of at least one person who loved TNE and considers the time he spent playing it among the best experiences he ever had playing Traveller or indeed any RPG. That's great and I'm genuinely glad that someone enjoyed it. I say that as someone who contributed to the TNE rulebook. One of the two sample adventures presented there is written by me, my earliest credit in a roleplaying game book (as opposed to magazine). I still like the scenario well enough, but it's the kind of thing that really only works in the context of a game like Traveller: The New Era. 

Ultimately, that's close to my real feelings about TNE: it has its virtues but it doesn't feel like Traveller to me. Nearly everything about the game – the setting, the rules, the general tone – is like a funhouse mirror version of Traveller, which is to say, recognizable but twisted in ways I didn't find especially congenial. It's not a bad game as such; it's simply not a game that I had much fun with. To a great extent, that's a reflection of my own love of the Third Imperium setting and how I hated seeing it trashed by Virus. In fact, my experiences with Traveller: The New Era served as a major impetus for the creation of Thousand Suns years later. Others not as wedded to the Imperium or the game's original rules may well feel differently. In any event, all subsequent versions of Traveller have quite pointedly been set before either the Rebellion or the New Era, which says it all, I think.

Wednesday, February 19, 2025

The Brink of a New Dawn

Real life intrudes, so my Retrospective on Traveller: The New Era must wait until tomorrow. In the meantime, enjoy this advertisement for the game from 1993.

Tuesday, February 18, 2025

"Moncton's Finest Lookout Gear"

About a month ago (game time), the characters in the Barrett's Raiders Twilight: 2000 campaign were traveling down the Vistula River, hoping to use it as a means of reaching friendly – or at least friendlier – territory. Along the way, they picked up some radio traffic near Tarnobrzeg that suggested some independent Polish faction had captured a team of Americans and was holding them captive. Lt. Col. Orlowski, the commander of the characters' unit, made the decision to launch a rescue operation. The rescue was successful, but it turned out the "Americans" the Poles had captured were, in fact, a pair of Canadian scouts from the 8th Hussars, traveling in civilian garb.

The two Canadians, Privates Logan Williams and Luke Landry, were eventually joined by Master Corporal Travis Dumont, also of the 8th Hussars ("Crazy Eights"), who was in the area trying to find his comrades. Grateful for the aid rendered to them by the characters', the trio stayed with them, acting as a special reconnaissance team. The Canadians were very good at their jobs and respected for their skills. Later however, while preparing to cross the Oder River near Krapkowice, Landry failed to spot someone approaching the unit, allowing him to get within 30 meters. Fortunately, the person in question was friendly, but Orlowski then spent many days gently chiding Landry for his rare moment of inattention.

Once the characters reached Goleniów, the Canadians prepared to part company with the Americans. They intended to join up with the 4th Canadian Mechanized Brigade Group in Karlino, a town not far from Goleniów. Before they departed, though, they made sure to say their good-byes to the characters, starting with Lt. Col. Orlowski. Landry presented him with a memento, a pair of broken binoculars, saying:

"Alright, I know what you're thinking: ‘Landry, these things are busted as hell.’ True! But hear me out. These are ‘Moncton’s Finest Lookout Gear,’ right here. Passed every inspection, except for the one that actually mattered."

"Consider ’em a reminder: Even when you don’t see trouble coming, it’s still coming. So keep your eyes open – both of ‘em, unlike me."

Orlowski was actually embarrassed by this. He began to apologize to Landry for having ridden him so long about the one and only time ever failed to see trouble coming. Landry stopped him, adding:

"And if you ever end up in Moncton – somehow – look me up. Not that you’d wanna go there in winter, mind you."

Everyone laughed at this. Then Dumont said:

"Colonel: I know we wear different flags, but out here, that doesn’t mean a damn thing. You saved our lives and we won’t forget that. Doesn’t matter if it’s Poland or the Moon. If you ever need help, and there’s a Canadian around, you tell ’em we said we’re brothers and that ought to be enough."

With that, they saluted the Lt. Colonel and the other characters. Orlowski returned the salute and told them he and his men were honored to have served with them, if only for a little while. With that, Dumont, Landry, and Williams headed out.