Friday, November 20, 2009

North American Oerik

I recall reading a post somewhere, in which the author did a very nice job of pointing out the cartographic connections between North American and the Oerik continent of Oerth. Does anyone recall seeing this somewhere? What I recall had illustrations to go with it and, in light of my earlier post today, I'd really like to be sure I hadn't imagined the whole thing.

Thanks.

Unsolicited Advice

Suppose you're a large RPG company with a penchant for "re-imagining" beloved games and campaign settings. Suppose, too, that you happen to hold the rights to the campaign settings of not one but both the creators of the first and best-selling roleplaying game of all time. How do you best leverage your rights to those settings in a way that simultaneously doesn't deviate from your commitment to make things "fresh" and does justice to the 30+ years of history associated with those settings? Well, if the decision were mine to make, this is what I'd do: become more Roman than the Romans.

Let me explain what I mean. Both Blackmoor and Greyhawk have at least part of their origins in the Domesday Book map of the Castle & Crusade Society of the International Federation of Wargamers. Issue #13 of that periodical included an early version of Blackmoor, well before OD&D was ever published. Theoretically, both the Greyhawk and Blackmoor campaigns existed in the same "universe" established by the C&C Society map. Echoes of this reality can be seen in the existence of a northern realm of Blackmoor within the World of Greyhawk and of a "Great Kingdom" in each -- a formerly good and noble realm that fell to evil and despotism and against which several nations rebelled. Likewise, there's also a Duchy of Ten(h) in each setting, whose name, legend has it, derives from its existence in section 10 of the C&C map, which was parceled into "land grants" to be given to C&C members to develop on their own.

Of course, the histories of Blackmoor and Greyhawk are more complex than that -- convoluted even -- but the point remains: they share a common origin. So, if I were going to "re-invent" these settings in a way that might grab the attention of both contemporary gamers without any knowledge of the hobby's past and old timers for whom honoring the past is important, I'd go back to square one. I'd find some way to recreate the old C&C map, place both Blackmoor and Greyhawk on it, and do my damnedest to reconcile them or at least integrate elements of both, along with new material that draws inspiration from the originals.

The result would, of course, be something new and even, to a certain extent, ahistorical but its newness and ahistoricity would at least derive from a careful examination of the origins of both of these seminal campaign settings. I'd probably go ahead and get in touch with as many people who were involved in these campaigns in their formative stages and let them tell me stories about those early days. I'd mine every bit of information I could get my hands on and use it as a springboard for creating a hybrid Blackmoor/Greyhawk that would satisfy the twin demands for "freshness" and respect for the past. Grognards would still grumble, of course -- that's what we do -- but this time the grumbling would be about how I'd failed to respect later publications, not that I'd failed to respect the prehistory of these settings, the crucibles out of which our entire hobby was born.

So that's the cockamamie plan I'd undertake if I held the rights to both Blackmoor and Greyhawk and didn't just want to rehash what we've seen over the last 30 years. I'd go back to the original sources of all this stuff and make the case that I was being super-true to the past by taking my cues from stuff that's largely been forgotten, even among grognards. It might not work, but at least it'd be genuinely different.

Thursday, November 19, 2009

The Books That Founded D&D

My November column at The Escapist, "The Books That Founded D&D" is now posted. I expect most of it is old hat for regular readers of this blog, but you might want to check it out anyway.

Frog Men

Anyone out there know a good source of "frog men" miniatures? You know, weird Lovecraftian-style batrachoid creatures after the fashion of the bullywugs, deep ones, or kuo-toa.

Review: Stonehell Dungeon

For some time now, the old school community has been obsessed with the twin pillars of early gaming: sandboxes and megadungeons. So great has our obsession been that it's attracted the attention of gamers outside our little echo chamber. It's not uncommon to see discussions of both cornerstones of the Old Ways in parts of the online world philosophically and stylistically far removed from our own. That's a testament, I think, not just to our enthusiasm but also to the power of these concepts. Even 35 years after OD&D burst onto the scene, both sandboxes and megadungeons remain viable, enjoyable ways to experience fantasy roleplaying.

Last month, I wrote a post entitled "Schrödinger's Dungeon," in which I argued that a published megadungeon was an impossibility, or at least very difficult to do in a way that adequately captures this uniquely old school adventure locale. As if in response, Michael Curtis of The Society of Torch, Rope, and Pole, and one of the founders of Three-Headed Monster Games, has released Stonehell Dungeon: Down Night-Haunted Halls. Written for use with Labyrinth Lord, Stonehell is a 134-page product, available as a softcover book for $13.00 and a PDF for $6.50. A six-page preview, which presents one-quarter of one level is available here, as is a free seven-page supplement, The Brigand Caves.

Before proceeding with a more in-depth review, let me cut to the chase and say that Stonehell is very good. Michael sent me a copy of it two weeks ago and I read it with great pleasure. I had been a fan of his megadungeon back when he posted bits of it on his blog; I even incorporated portions of it into Dwimmermount. Seeing it all collected in one place, polished and expanded, made me very happy and Stonehell deserves to be well-received in the old school community. That said, it's not perfect and, much as I like it, it hasn't changed my mind about the inherent difficulty in publishing a megadungeon. Stonehell probably comes closest to meeting my challenge but it still falls short, not for lack of imagination -- Michael clearly has that in abundance -- but because the demands of presentation have in my opinion constrained its design.

Stonehell consists of five dungeon levels, which we are told is but a portion of the huge underground complex. A later product will include yet more levels. As it is, these five levels consist of more than 700 individual rooms, more than enough to keep players busy for a long time. Each level is conveniently divided into quarters, each quarter using the One-Page Dungeon format originated by David "Sham" Bowman. That convenience is a double-edged sword, because, while it does make these dungeons much easier to use in play, it also tends to make each level feel less organic. Within each quadrant, the maps are often quite cleverly done, with many different possible paths of exploration -- a key feature of old school dungeons. However, the bridges between the various quadrants are typically quite limited, often with just a single connection between them. Likewise, there are very few sub-areas that straddle more than one quadrant, which gives an unfortunately self-contained feel to each of section that undermines any sense of level cohesion.

At the same time, the One-Page Dungeon format has the advantage of keeping each room description short and sweet -- a sentence or three at most. I found myself reminded more of the spare presentation of Castle Blackmoor in The First Fantasy Campaign than the expansive one of Castle Zagyg and that's a plus in my opinion. Such a spartan presentation pretty demands that a referee has to add his own ideas to the mix, if only to provide flavor and context. Again, this is a good thing and goes a long way toward ensuring Stonehell doesn't feel too "canned," which is to say, a pre-programmed adventure lacking room for the creative sparks that differentiate a megadungeon from a mere one-off dungeon lair. Indeed, Michael Curtis helpfully points out in his introduction many areas where the referee can inject his own ideas into Stonehell, another way in which this product differs from nearly every previous attempt at putting a megadungeon into print.

It's difficult to do full justice to Stonehell, because of just how much is included within its covers. In addition to the levels themselves, there are dozens of new monsters, spells, and magic items. There are also tables for rumors and wandering monsters, dungeon background information, advice on customizing the whole thing, and adventure seeds. In combination, it's a pretty impressive piece of work, made all the more impressive by how compact it is. There's quite simply a lot of ideas here and I'd wager that, even if one doesn't use Stonehell whole, there's a profusion of material that's easily adaptable to other circumstances. As I noted earlier, I have already swiped stuff from Stonehell for my Dwimmermount megadungeon and I suspect I will do so again now that I have more material from which to choose.

In the end, Stonehell Dungeon: Down Night-Haunted Halls is probably the best megadungeon published to date in any form, certainly the best to come out of the old school renaissance (although Stefan Poag's The Mines of Khunmar certainly bears serious consideration, if only for its maps). It's chock full of good ideas and, if nothing else, should provide a good model and inspiration for those looking to create their own megadungeon. I certainly hope that's the case anyway, because, while Stonehell is remarkably open-ended and flexible, it is nevertheless a very particular kind of megadungeon rather than an example of what all megadungeon are or ought to be.

Michael Curtis makes no such claims, of course, but part of the reason why I believe the megadungeon resists easy publication is its idiosyncratic nature. Megadungeons, much like the term "old school" itself, defy easy definition and attempts to jam them into a single mold (or group of molds) do them a grave disservice. There's no one-size-fits-all formula for producing or presenting a megadungeon and Stonehell is but one example of how a referee might do it. It's a rather good one, admittedly, but it still has its weaknesses, chiefly the rather artificial structure of its maps, which are much too rational and compartmentalized for my taste. I prefer megadungeons to be a lot more wild and woolly, with lots of sub-levels, side levels, chutes, and elevators rather than a neat stack of levels descending infinitely into the depths.

If I could sum up this product's weaknesses in one word, it'd be "caged" -- as if there's a wild, raging animal of creativity shackled by too strict an adherence a schematized format. What I'd like to see in follow-ups to Stonehell is a breaking of those shackles, if not wholly casting aside the artificiality of the One-Page Dungeon, at least a loosening up of its structure so that not all levels are made of the same number of pieces and stack neatly one top of one another. Michael Curtis demonstrates repeatedly in this product that he has a superb imagination; I'd love to see what he's capable of when he's freed from any constraints. Whether he can do that will, I think, say a lot about whether a megadungeon truly does defy easy publication.

Presentation: 7 out of 10
Creativity: 8 out of 10
Utility: 7 out of 10

Buy This If:
You're looking for a ready-to-run megadungeon or ideas to swipe for your own megadungeon.
Don't Buy This If: You'd rather design your own megadungeon.

Interview: Len Lakofka (Part III)

Here's the third and final part of my interview with Len Lakofka.

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13. Can you please explain the publication process for L3? My understanding is that you had performed extensive revisions and expansions to the original version but that TSR then either lost them or never used them, or something like that? Do you have any plans to "fix" L3 and to make your updated/expanded final version available?

I sent TSR L3 at same time as L1 and L2. They edited L1 and L2 and we talked back and forth. Then the dark days came and L3 went into a bottom drawer to rot for 20 years.

Of course AD&D had evolved significantly in 20 years. So I went through the laid-out material and updated it. (I don't recall my editor's name... sorry). We were on the same page. Then someone lost the whole thing. They did not tell me they lost it of course. So it went to print and someone else edited it and put stuff in. I had no input. Could I tell you what was put in? I don't think so. I don't think I have the orginal layout and the changed material either.

14. You created a large number of spells for OD&D for Supplement I: Greyhawk, various PC/NPC character classes and spells in fanzines, as well as the whole of the Suel Pantheon for the published Greyhawk campaign. Your contributions to the game via "Leomund's Tiny Hut" were also quite extensive. What do you consider your most valuable additions to the game, and why?

Actually it's something that didn't happen. In the orginal AD&D manuscript (typed double space -- about 800 pages or so) Gary had said that if a person was held (via hold person) he/she had to make a system shock roll! I said to Gary that this would become a "Little Finger of Death." Certainly many NPCs as well as a few characters would have a Constitution score of 14 or lower. A system shock would kill quite a few folks. Since hold person is a 2nd-level cleric spell and 3rd-level magic-user spell, those spell casters needed very little experience to gain access to the prayer/spell. A gaggle of four 3rd-level clerics all throwing hold person at once on the same person would have a very high chance of not only holding him but killing him/her as well. I talked Gary out of it.

15. Given the vast number of rules expansions and additions that you created over the years, can you please describe how your D&D games evolved from when you first discovered the game, and then through your correspondence with Gary, into writing for TSR? Were you playing a proto-AD&D in some form, for example, or were your games always very OD&D-based (or Holmes Basic based, etc.)? Did you regularly use variant rules like spell points, or other variant sub-systems of your own creation?

I stuck to D&D which became AD&D. I wrote quite a few pages that ended up in the Players Handbook and DMG, with Gary inspecting each and tweaking it, as was his wont. As I played D&D, I discovered so many things that were not really explained. How did you get trained for a new level being one of those.

I was at the playtesting of Chainmail (without the fantasy supplement). TSR (Tactical Studies Rules) became the parent of the D&D booklets with time. I played the fantasy supplement of Chainmail on Gary's sand table. It was a simple developement to take it to pen & pencil.

16. From your perspective as one of the key originators and developers of the AD&D system, what words of wisdom would you share with the Old School Renaissance readers, tinkerers, designers, and publishers: words that would speak to your vision for the best possible legacy for D&D?

Well I was there at the beginning but I was not in Lake Geneva. So I had some influence but not a tremendous amount. I got my finger in the pie and no one bit it off. I got a lot of freedom in Dragon. For some number of years I put my stuff in. How much went into later editions or other people's games I have no way of telling. Now and then I hear someone tell me they used this and that but the vast majority of readers never said anything.So who knows?

17. Are you still active in the hobby today?

I have written modules "L4 and L5" and await publication from Dragonsfoot. I will begin L6 once L4 sees actual print. I do not play in any campaign at the moment.

Wednesday, November 18, 2009

REVIEW: Original Edition Delta: Book of Spells

One of the most enjoyable aspects of the old school renaissance is seeing the large number of house rules and variant interpretations of OD&D that are used in individual campaigns. From my perspective, each campaign should be as unique as the referee who runs it and the players who participate in it. Some of the best old school blogs include not only listings of house rules but also discussions of the rationales behind them. I find material of this sort endlessly fascinating, since it's a latter day example of the kind of idiosyncratic creativity that was commonplace in the early days of the hobby. It also helps put paid to the notion that the old school movement supposedly marches in lockstep according to one rose-colored tune.

One of my favorite blogs is Delta's D&D Hotspot, written by Daniel Collins. Dan's been posting his thoughts about D&D online for a long time -- far longer than most -- and he's been playing OD&D even longer. I consider him one of the more thoughtful and experienced commentators on OD&D out there and, even when I disagree with his opinions, such as giving saving throws for any spell that has potentially negative consequences, I'm always interested in his explanation of why he holds that opinion. His musings on his blog and elsewhere have often caused me to re-evaluate my own thoughts, which is a remarkable feat, given how hidebound I can be. In short, Daniel Collins is someone worth listening to.

On his blog, Dan's been discussing his version of OD&D, which he calls "Original Edition Delta" or "OED" for short. OED nicely boils OD&D down to its essentials, clarifying some rules without eliminating the need for referee judgment calls and rationalizing other rules without eliminating the charming quirkiness of the original game. Again, I don't agree with all the choices he's made, but OED is nevertheless a version of OD&D I'd enjoy playing and I've pilfered a few ideas from it in my own Dwimmermount game.

So, when Dan released Original Edition Delta: Book of Spells, I was intrigued. What did he have in store? As it turns out, Book of Spells is an 18-page product (available in both print and PDF formats) that presents, as fully open content, all the magic-user spells of 6th level and below presented in the little brown books, with select additions from Supplement I. Dan did this for a couple of reasons. First, it fills the void left by the removal of legal OD&D PDFs by Wizards of the Coast earlier this year. Second, it gives players of magic-users (and referees) a "spellbook" they can easily consult during play rather than having to flip through an entire rulebook for just a few specific pages.

What's most remarkable about the spell descriptions is that, with very exceptions, they're no more than three lines of text long, including information on range and duration. Most of the descriptions eliminate "negative" statements and limitations, on the notion that OD&D magic should be rare and potent and that the primary determinants of what it can and cannot do are player ingenuity and referee adjudication. This results in a very bare bones presentation, but one that is strangely inspiring to those of us who see OD&D not so much as a complete game in itself as an invitation to create one's own game from its piecemeal rules.

Book of Spells is an admittedly specifically book and I can't say it's a "must-have," particularly for those who already own the LBBs + Supplements. However, it's nevertheless a very fascinating take on OD&D magic-user spells, one that strips away the limitations of later editions, concessions to convention play, and other needless worries that have emasculated D&D magic over the last 30+ years. Reading Book of Spells is like reading a recently-unearthed ancient text, one free from later glosses so that it can be read with new eyes.

Original Edition Delta: Book of Spells consists almost entirely of dense text, with only four illustrations (counting the cover) to break it up. It is, however, very readable and well edited. It's also a bit expensive considering its length but that's hardly a damning critique of what is a useful and inspiring product. I don't expect it to set the old school gaming world on fire, but I do think it could occasion quite a lot of fruitful discussion about the power and utility of magic in OD&D, even among those who are already playing the game. That's a pretty remarkable feat in my opinion.

Presentation: 6 out of 10
Creativity: 7 out of 10
Utility: 6 out of 10

Buy This If:
You're looking for a concise presentation of OD&D magic-user spells free from later accretions.
Don't Buy This If:
You prefer more expansive (and restrictive) spell descriptions.

Retrospective: The Secret of Bone Hill

Published in 1981, The Secret of Bone Hill is the first module in the L-series, so designated either because it was set on the World of Greyhawk's Lendore Isle or because it was written by Lenard Lakofka, a long-time contributor to Dungeons & Dragons and a regular columnist to Dragon magazine. Whatever the case, L1 is, in my opinion, an under-appreciated classic, a low-level introductory module that nicely occupies a middle ground between The Village of Hommlet and Keep on the Borderlands. Allow me to clarify.

The Village of Hommlet is often praised -- and criticized -- for its mundanity. Hommlet is Exhibit A of Gygaxian Naturalism in action. Nearly every inhabitant of the village is given a name, a personality, and a place within its little society. Likewise, the nearby moat house dungeon is subdued, with a semi-realistic ecology and suffused with a sense of foreboding rather than blatant evil. Keep on the Borderlands, on the other hand, offers very little in the way of context. The titular keep is a lone outpost of undefined civilization, beyond which there exists only the wilderness and the forces of Chaos who dwell within. It's almost purely fantastical in conception and the Caves of Chaos are frequently cited as an example of bad dungeon ecology, with numerous antagonistic humanoid tribes existing cheek by jowl with one another.

The Secret of Bone Hill presents the town of Restenford, which is as well imagined as Hommlet, complete with unique names and personalities for even the most minor of NPCs. In addition, there are maps aplenty for the town and its buildings, making it very friendly to referees who give their players the freedom to wander about the place as they wish. Surrounding Restenford is a dangerous wilderness filled with bandits, humanoids, and other threats. And of course there's Bone Hill itself, home to numerous undead, including such foul things as ghoulstirges, stirges who paralyze as well as drink blood. Bone Hill is a dangerous place, one that beginning adventurers ought to avoid until they've gained sufficient experience to tackle its horrors.

To my mind, the beauty of module L1 is the way it combines the mundanity of Hommlet with the otherworldly fantasy of the Caves of Chaos. Much as I love B2, it sometimes feels a little too de-contextualized -- perhaps by design -- but I find I like context for my adventures, particularly low-level ones. Hommlet and Restenford are both very good "home bases," whereas I don't find the Keep particularly compelling, a problem made all the more obvious to me in my own Dwimmermount campaign, where Muntburg is a close relative of the Keep in terms of depth and detail (which probably explains why both the players and myself prefer to visit Adamas, even though it's farther away from the dungeon).

Bone Hill is a weird place. During the day, bugbears hold it, while, at night, they cede control to the undead who rise up from their graves. This fact gives it a peculiar vibe for me and one that I think helps the module considerably. And the number and strength of the surrounding creatures, both at Bone Hill and elsewhere, ensures that PCs have good reason to spend a lot of time in Restenford, getting to know its inhabitants and their peculiarities, rather than just treating the town as "flyover country" they can simply ignore. The result is a terrific dynamic that I've always liked and that has probably informed my own campaign design as much as anything else.

If you haven't read The Secret of Bone Hill in a while, I recommend you do so. I think you'll find it better than you remember its being and a genuine classic of the early 80s.

Old School Art Podcast

The latest Ninja Mountain podcast includes a round table discussion about old school D&D art, with former TSR staff artists Erol Otus and Jeff Easley. The discussion is promoting the upcoming release of The Dungeon Alphabet by Michael Curtis.

It's well worth listening to, if only to hear the voice of Erol Otus talk about his art, his influences, and what he takes to be the important elements of old school art. It's also quite fascinating to hear -- and I know this will fan some flames in various quarters -- Jeff Easley say that he (and Larry Elmore) had never played D&D before they were hired by TSR, whereas Erol Otus notes that he was a huge D&D player, perhaps too much of one, according to his comments.

In any case, check it out.

Interview: Len Lakofka (Part II)

This is the second part of my interview with roleplaying pioneer Len Lakofka. In this part, Mr Lakofka answers questions about his writings in both Dragon and for the World of Greyhawk setting. Thanks once again to Allan Grohe for providing some of these questions.

The third and final part of the interview will appear tomorrow.

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6. You've been immortalized in D&D as Leomund, after whom several spells are named. Was Leomund your original D&D character?

Yes, I played Leomund for a few years in Chicago. I've published his stats a few times.

7. You once had a long-running series of columns in Dragon entitled "Leomund's Tiny Hut," many of whose articles were highly regarded and much loved. How did that column start and what was its intended focus?

I think it was Tim Kask who approached me to write a regular column for The Dragon, but I'm not 100% certain it was he. In any case, I had already been published in The Dragon by this time, issue 1 and issue 3, which included “Notes on Women & Magic.” I wrote the majority of the "Leomund" spells and they were edited by Gary and appeared in AD&D. I did not create “Leomund's Endless Belaborment,” however. (They paid by the word, so of course I added some detail. Ahem)

8. It's interesting you mention “Notes on Women & Magic,” since it frequently gets mentioned in discussions of the early days of the hobby. Lots of gamers nowadays can't fathom why such an article was written or published, given how much things have changed since the 1970s. Can you provide a little background for the article?

There just wasn't any real mention of women as player characters. The vast majority of the players were males and none of then wanted a female character, especially when it came to the role play part of it. Since it was a vague area, I decided to give it some attention. No more complicated than that. I did have players who were willing to step up and play a female character. I believe that Dave Rogan playing the Magic-User Andrella. One of the Nystuls played her as well. There was a female druid and a cleric but no one tried either a thief or fighter.

9. The Lendore Isles of the World of Greyhawk are largely your handiwork. Were they originally part of a separate campaign world or did you create them specifically for Greyhawk? If the former, how much of your original material was incorporated into the Greyhawk setting?

I did have a campaign world and a section of land where the campaign occured. When Gary was drawing the Greyhawk map he offered to let me have a place on the map for my campaign. Since Loreltarma (not Lo Reltarma -- that was the cartographer's invention, one of the many things she decided to change without asking anyone) was on a peninsula of land, I saw this island in the south east that could conform to my ongoing campaign. (Darlene also moved the whole city from one the northeast corner of the island to the southwest. Needless to say that made my campaign maps worthless!) I picked the Island and named it Lendore Isle.

10. Did the Suel deities also arise out of your campaign?

Gary listed the Suel gods in the World of Greyhawk. I said that, from their migration, that many of the Suloise ended up on my Island. Therefore, the inhabitants of Lendore Isle would have a significant Suel background. When the Suel gods were not fleshed out, I took it upon myself to do it. I did not give them “standard diving powers” but Gary insisted that they have them. He usually read my stuff before it went into Dragon and occasionally made changes. That was his prerogative, of course.

11. I've long been very fond of module L1, The Secret of Bone Hill, since it presents a very flexible "sandbox" framework for a low-level campaign. Does this reflect the style of play of your home campaign or did you write the module in that way for some other purpose?

I had two sets of players do what is now L1; they played L2 and L3 as well. Then they split up and did other things on Lendore Isle. The whole east coast of the island was played by one group while another went north.

I did L1 because I was not seeing many basic towns fleshed out very much. L4 goes three small hamlets and L5 does a town of a few hundred folks, all of whom have stats, names, gods, professions, treasure and weapons (except some of the non adventuring types. I think I did do all of the men-at-arms.

L4 is about a new group that lands on Lendore Isle after the raid on Restenford. They land there as the humanoids leave and a band from the town are chasing them. They have another mission and head toward Kroten but do not arrive there until L5 starts.

L5 is about the town of Kroten which is in the center of the Island.

L4 promises to be in print. Someday. In theory it is in final layout. I'll not hold my breath.

12. You ran convention tournaments at GenCon and other cons over the years (including a version of L3 Deep Dwarven Delve in 1979 at GenCon 12); do others of those tourney scenarios survive, and if so do you have any plans to publish them as part of your Dragonsfoot series of modules?

I made each scenario up for each convention. I did not keep copies. Please don't cringe. I was not a hoarder of paper and, at the time, who knew anyone would give a *&^% 20 years or more later?