For the purposes of this post, I don't have a lot to say about the scenario itself, since it's old and probably quite well-known to most readers of this blog. Instead, what most interests me and that I think is most worthy of attention is the way Mr Hammack ran it at the table during the con. Bear in mind that Hammack was employed by TSR Hobbies between 1978 and 1982, where he worked as a writer, designer, and editor, primarily on the AD&D. I mention this to provide some context to what follows.
The module is designed for five pre-generated characters, all human – a fighter, a cleric, a magic-user, a thief, and a monk. I played the cleric, Zinethar the Wise, who was 9th level and, oddly, had slightly more hit points than the fighter. The module assumes that all the characters with the exception of the monk are condemned criminals who are offered the opportunity to escape imprisonment by undertaking a dangerous mission for the Duke of Urnst (in the World of Greyhawk), namely, the recovery of the Soul Gem from the titular Ghost Tower. I knew none of the other four players prior to play, so we had to learn to work together to succeed.
Mr Hammack is an older gentleman. I have no idea his actual age, but I suspect he's probably in his late 60s or early 70s at least. Despite this, his mind is very sharp, especially when it comes to the AD&D rules. More than once during the four hours we were at his table, a player asked a question about how, say, a spell functioned. Before someone could find the appropriate page in the Players Handbook, Hammack recalled the relevant information – and correctly. After a while, we learned to trust his memory over our ability to flip pages quickly. I bring all this up, because it supports my long-held contention that hobbies like roleplaying are good for the health of your brain.
Given how well he remembered the rules of AD&D, another question that came up was how strict Mr Hammack would be in applying them. He chuckled and said that he was generally quite flexible about doing so, with a couple of exceptions. Going back to spells, Hammack explained that he is often loose with spell durations but he was more rigid about areas of effect. Likewise, he noted that he was loose with encumbrance, unless he felt a player was trying to take advantage of a situation. He then told a terrific story about how he and other AD&D players of his acquaintance would use 3×5 index cards for character sheets, with stats being written on the front and equipment on the back. Anything you could fit on the back of an index card – in legible writing – would probably not bring encumbrance penalties into effect.
Mr Hammack's overall approach to rules was governed by common sense. He clearly knew the rules and was prepared to apply them when he felt it necessary or appropriate, but he never felt bound by them. Indeed, he could be talked out of applying them by a good argument from a player, as he was on at least one occasion. At the same time, Hammack was also quite clear that his decision was final. Once he'd made a decision and considered any input from the players, there was no further arguing of the point. That he was fair and judicious probably explains why no one argued with his final decisions – that we were all middle-aged men, not children probably helped, too. I found the whole experience quite refreshing, to be honest.
I should note that, despite his extensive knowledge of AD&D rules, Mr Hammack was not above introducing house rules into play. For example, there were many occasions when he asked us to roll under a character's ability score to determine if our characters succeeded at some action or other. Likewise, he made use of a simple critical hit/fumble mechanic that's definitely not something Gary Gygax would ever have approved of. The mechanic worked fine in play and even contributed to a number of fun moments, which was exactly what we all hoped for.
In sum, I had a great time at Allen Hammack's table. He was a charming, knowledgeable, and imaginative Dungeon Master and he made me appreciate how good a module The Ghost Tower of Inverness actually is. I consider myself very lucky to have played with him at Gamehole Con this year.
This account brings to mind a question I've had about playing a classic module at a convention (or anywhere else, I guess). You are familiar with C2, so you likely know the best way to navigate some of its challenges. Your character would not know this, though, so how do you proceed? Do you let others who don't know the module take the lead in deciding what to do? What if you all are familiar with the module?
ReplyDeleteAn excellent question. I hadn't played or even looked at the module in decades, so my recollection of its contents was hazy at best. I believe the same was true of most of the other players. However, Mr Hammack stated at the start that, if he got the sense anyone was using knowledge not available to his character, he'd make changes and alterations to the scenario's contents.
DeleteI mention the following story because it was what originally lead me to discover Grognardia in 2008 or so:
DeleteA friend wanted to run a special 'anniversary' game with Tomb of Horrors — I even dusted off my very first D&D character from 30 years before to up the stakes — and we all agreed not to look up the module to refresh our memories.
Still, I found it hard not to recall a few salient traps from the past and girded my loins — er, prepared my supplies — accordingly. Ironically (and hilariously), we never reached the parts of the Tomb I had prepped for, and the longer we played the more I realized my memories were actually of encounters from other modules. Hazy at best indeed!
Anyway, after the epic all-night session, I was googling more info on The Tomb of Horrors and found this site. Win/win all around.
That makes sense, but a player who knew the module would still be in a bind. How do you convincingly avoid doing something that isn't obviously dumb but that your meta-knowledge tells you will have bad consequences? For example, if I were playing S1, I would know which tomb entries were false, where the concealed door out of the first hall is, and above all not to mess with the green devil face. I guess I would prefer it if the DM went ahead and changed things and let the players know; then I wouldn't worry about knowing things I shouldn't.
ReplyDeleteWhen do you ever want to mess with a green devil face?
DeleteI messed with the green devil face.
DeleteOnce.
You'd be surprised. The con artists who infamously tried to rig the PA Lottery back in the 1980s set up "666" as the winning number, thinking that gamers would be a superstitious lot and wouldn't pick it. Turned out it nearly broke the bank, and the state had trouble paying out the winners because there were so many. ¯\_(ツ)_/¯
DeleteDeep down in a storm sewer under the Olde Brogue in Great Falls, Virginia, some nefarious characters actually spray-painted The Green Face around an exit main. Today's technology would allow to photograph what is left of it after nearly forty years. But then you would have to weigh less than about 140 pounds to gain access. And be comfortable with consuming darkness. And critters.
DeleteClimbing down storm drains was a favorite pastime in my childhood friend group. The stories I could tell ...
DeleteI've never actually read or played Ghost Tower, but I am curious - is it in any way connected with the 1972 audio drama Fourth Tower of Inverness (which started the enormous and still-ongoing series of Jack Flanders radio plays)?
ReplyDeletehttps://en.wikipedia.org/wiki/The_Fourth_Tower_of_Inverness
For the actual play:
https://www.radioechoes.com/?page=series&genre=OTR-SciFi&series=The%20Fourth%20Tower%20of%20Inverness
The idea of the illusory tower (at least) has to be an influence on the module.
DeleteThe rest of the radio play...not so much. (Maybe if the module had been written by Greg Costikyan...)
DeleteNo transcendental magical jukeboxes then, I take it? Pity.
DeleteDick, John--I had listened to the radio series (or most of it) in college, around 1976. It was played in short (like 5-minute) snips at unusual times on our university radio station. I've said before I admired the scansion of the title, but needed 4 physical towers for symmetry (and to fit on a single sheet of reduced-scale graph paper!), so I moved a ghost tower to the center and wrote a wizardly and extraplanetary origin rather than a metaphysical quasi-religious one. My hat tip was to paraphrase the show's opening at the beginning of the description of what the characters see when they arrive.
DeleteNo transcendental jukebox, but the show's rakshasa amused me so much I put them into a later module. :)
Your account makes me want to pull out my copy (which I also haven’t perused in decades) and run five players through it. Did you know in advance of going that you were going to be playing with Hammack? I’m wondering how you happened to have a copy of the module for signing.
ReplyDeleteAlso, as a counter to the argument that RPGs retard brain aging, why did the (presumably younger) players not know the rules better?
I did know in advance. I signed up for his session specifically so I'd have a chance to play with the module's designer. I brought my old copy of the module with me to the con, but I was a good boy and didn't re-read it until afterwards :)
DeleteOn the memory of rules question, I can only say that, in my case at least, I stuffed my head with other game information instead. When I needed to know information about spells, I relied on other players and the rulebooks.
DeleteI wish I'd been a fly on the wall. I've never watched a live D&D session online, though I understand they're very popular, but I'd love to have watched that session.
ReplyDeleteThank you kindly, James! It was a fun group!
ReplyDeleteThank you for Ghost Tower! It was the second module I bought as an AD&D obsessed 12-year old, and I found it fascinating; the design stayed with me ever since. I never did run it, as I was unable to figure out a way to do it justice as a young grasshopper, sadly…but I adapted ideas from it all the time for my friends. Heartfelt thanks!
DeleteSounds like an awesome time. One of my favorite things at Cons is when I can pull out an author/designer's work for a signature...but even more because you'll get an awesome insider story about something or other in the creation of the piece. And an opportunity to tell the creator how much you appreciated their work.
ReplyDeleteYour post made me find my PDF of Ghost Tower, then of White Plume Mountain, Tamoachan, Tomb of Horrors, and the rest. I love how those early modules, from 1978-80, just drop you into the action without a lot of introductory talk. Then they're filled with interesting content. No filler, all killer as Kelri used to say.
ReplyDelete