Friday, August 30, 2024

Level Titles: Beyond D&D

Having now covered all of the published TSR era D&D and AD&D character classes with level titles, I wanted to turn to some other RPGs published by the same company that also include them. First up is Empire of the Petal Throne (1975), which only makes sense, as the game's rules were essentially a variant of OD&D. Here is the chart featuring level titles for all three character classes available in that game:

There are a couple of notable ways that this chart differs from its D&D predecessors. The first and most obvious is that these titles aren't in English. Instead, they're in the Tsolyáni constructed language used in the setting, though they are accompanied by rough English translations. Secondly and more importantly, most of these titles have a meaning within the setting. For example, the titles of the fighting man class are, from levels 1 through 6, actual titles within the Tsolyáni legions. Likewise, the titles of both the priest and magic-user classes are those of ranks within the "circles" (an administrative term) of the temple priesthoods and lay priesthoods respectively. In short, these level titles aren't arbitrary names but rather markers of attainment within Tsolyánu. 

Empire of the Petal Throne is not, however, the only TSR RPG to include level titles. Another one that does so is Top Secret (1980) and its titles seem to have a lot in common with those of Dungeons & Dragons. Take, for example, the titles of the Investigation section:
Like most of their D&D predecessors, the Top Secret level titles (or "designations") are just synonyms related to the class in question, as you can see in the case of the Confiscation section:
If anything, the Confiscation titles are even less plausible than those for Investigation. Shoplifter? Crook? Those don't strike me as at all credible internal designations for a covert operative. Consider, too, the Assassination section:
Punk? Hood? Muscleman? As I said, these strike me as simply synonyms – and of a decidedly colloquial sort – rather than anything that could be accepted as having any purpose within the world of the game itself

On the other hand, there's Gangbusters (1982), which includes level titles for some of its character professions, but not others. For example, these are the titles for FBI agents:
You'll notice several things about this chart. Firstly, not every level has a unique title. Secondly, each increase in level includes a commensurate increase in salary, which has a real in-game effect. The titles in Gangbusters are, in this way, go beyond even those of Empire of the Petal Throne in being something that definitely exists within the game world rather than being simply an artifact of the game rules. For the sake of completeness here are the charts for Prohibition Agents and police officers:
Clearly, Gangbusters puts level titles to the best use of all the roleplaying games so far examined, in that they not only reflect a setting-based reality (i.e. promotion within a character's profession) but also provides a setting-based benefit in the form of increased pay. These are small things, to be sure, and one could reasonably argue that there's no need to present such things in this fashion. However, given that Gangbusters uses a level-based system, albeit one very different from D&D, it makes some sense to do it this way. In any event, I think it's fair to say Gangbusters does level titles better than D&D and Top Secret.

13 comments:

  1. Cool. In Gunbuster, is an internal affairs investigation that sees you busted down from Sergeant to Patrolman the equivalent of being attacked by level-draining undead?

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  2. I remember TS, Gangbusters, etc. being someone of a laughingstock among non-D&D people because the game design was the epitome of "if you only have a hammer, everything is a nail." I played a lot of TS and Gangbusters, but no one outside of TSR would sit down to design a spy game with class and level.

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    1. Familiarize yourself with Spycraft, which first came out in 2002 under the OGl and using the d20 engine and was still getting new releases through Crafty Games into 2014 or so. Not only was it a popular and successful d20-based spy game, Crafty expanded its scope to other action-adventure sub-genres. It's not the only example of a class/level based non-TSR spy game, either. Lot better than Top Secret, too.

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  3. The Gangbusters level titles make much more sense than the ones in AD&D. After all, *someone* is bestowing those titles (ranks) on the character.

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  4. We didn't have the Internet when these were developed, so like many things factual and cultural, they were limited in their resources in both number and sophistication, so I forgive them. It would make things easier if they didn't have a name for every level. Every other level is just fine.

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  5. For some reason I find Shoplifter as a level title hilarious:)

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    1. It's not hilarious when you realize that Shoplifter is only GS-6, if that's not incentive for promotion I dunno what is.

      Oh, to be a fly on the wall during annual performance reviews at The Agency!

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  6. To be fair, the original Empire of the Petal Throne book stuck very close to D&D expectations. All subsequent publications -- not under TSR, that is -- made it clear that progression in personal skills and ability, even if modeled as "levels" in the game system(s), were a separate issue from progression in military, clerical, administrative, academic, and arcane hierarchies.

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  7. Stepping outside of TSR territory, Pacesetter's Star Ace also used level titles, although theirs were fairly routine. Each service branch (roughly a class) was assigned a suit from a standard deck of cards, with Spades being the combat specialists (and having the slowest advancement by a bit), Hearts being techs, Diamonds being psionics ("noetics" in gamespeak), and Diamonds being the thief/face branch (and having teh fastest advancement). Each "Free Order" (service branch) had twelve levels that went from Deuce of (suit), Trey of (suit), the (suit) Four, (suit) Five, etc. up to (suit) Ten, then Jack of (suit), "Royal" (suit) which combined the King and Queen, and finally Ace of (suit) at the pinnacle. No Jokers, oddly enough.

    IIRC the other Pacesetter RPGs had level titles as well, although the specifics elude me. Between that and the overall packaging - their boxes were very similar to the ones for Star Frontiers, Gangbusters, etc. - they really felt like they were trying to feel "familiar" to D&D fans - at least to me.

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  8. Some video games also have level titles. Wizardry 6-8 and EverQuest are notable examples, even if they don't have a title for every level - with the large number of classes and level range it would be insane.

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  9. My college friend's game Cold Iron has a few level titles. 8th level fighters are Champions, 5th through 7th level magic users are Sorcerers, and 8th level and up magic users are Wizards. These all correspond to levels special abilities are granted and justify an in-world title. Clerics interestingly don't really have titles and don't get special abilities in the same way. The game really doesn't cover other character types.

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  10. Reading this series has really taken me back to how large an impact the level titles and particularly the class "rules" had an effect on my experience playing 1e in the '80s. My first DM ran it that you were not just in a class but an organization, privy to secret knowledge and training that you were inducted into. This makes sense: if a paladin changes alignment you're out, evil ranger? your out, non-neutral druid, etc. Your raw ability to survive (hit points) and your skill at hitting shit (attack bonus) was your HIT DICE not your class. Your class was a club (or gang?) with rules and requirements to stay a member, and in some cases to fight your way up to higher levels. So, rangers were like green berets who studied how to stay alert and learn giant class anatomy to kill effectively, while fighters were hard charging professionals who could use any weapon or armor to complete the mission. Clerics weren't priests, but templars who learned the secrets of destroying the undead, monks were outlanders who observed law above and outside of good and evil and exhibited surprising and unique combinations of abilities (and limitations). Hiring a veteran was a lot different than a runner, not just because of hit dice or abilities, but how this npc would what attitudes they would bring to game. This gave the game world a fun spice for us and has subtly effected how I have played d&d ever since.

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