Grenadier Models produced a line of historical miniatures under the name "Western Gunfighter" that were approved for use with TSR's Boot Hill.
Thursday, September 19, 2024
Western Gunfighter
Boot Hill Introduction (Part III)
The introduction to Boot Hill continues.
A campaign could be run with as few as 4 players and a referee, although a referee is not strictly necessary in smaller games, since players as a group can decide any questionable situations and together can put a check on any actions which tend to disrupt the smooth flow of a game (shooting anything which moves, for instance, quickly brings the wrath of the other players and the law down upon the head of the offender).
Once again, we see the distinction between a "game" and a "campaign." Equally interesting in my opinion is the suggestion that the players can not only handle certain aspects of play themselves without the need for a referee, but they can also be self-regulating in the sense of preventing one another from going against the spirit of the game. Nevertheless –
A referee is always preferable in any size campaign, and is a must for larger undertakings (which could easily encompass as many as 20 different roles). When the referee moderates the action, there is a secrecy aspect which the platers can work to advantage and which can greatly add to the interest of the campaign. Thus, the referee can relate information individually to each player depending upon the actions and position of his own character, and each character will have his own outlook on the game situation, since there will often be developments "behind the scenes" which will not be common knowledge to all. Likewise, secret plans can be made and related to the referee without the other players knowing of what transpires.
I've talked before about the need for large groups of players in our RPG campaigns, so I'm pleased to see that Boot Hill is yet another game that explicitly supports this kind of play. The discussion of secrecy is good, too. In my youth, I ran a short Top Secret campaign in which each of the three players was working for a different agency and all of them were tasked with adversarial goals. I also did something similar in my youthful Gangbusters campaign and that worked pretty well.
In a campaign situation, each player character will have his own identity and abilities (these are determined by dice rolling, with a slight advantage to allow player characters to be above the norm). If this character is killed, the player will have to take on another persona in the campaign (sometimes starting "from scratch" again in a similar character, or in a position which is completely unrelated to the former).
The idea that a player character should have "a slight advantage" so that he is "above the norm" is notable. Many post-D&D TSR roleplaying games included ability score generation schemes that were skewed in player character's favor.
Note, however, that in a large game, a player could conceivably take on the role of two different characters if carefully arranged and monitored by the referee. In such an instance, the two roles would have to be completely independent and not subject to conflict or possible cooperation. For instance, a player could have one role as a major rancher who is seeking to expand his holdings and another character who is an outlaw specializing in stagecoach robberies. Obviously, these two characters would have little cause to cooperate or conflict with each other, so such an arrangement would provide two characters for the campaign (assuming the referee was agreeable) rather than only one.
When I started playing RPGs, it was a widely accepted truth that no player should play more than one character in a session. However, most players had more than one character in the campaign and would often swap between them, based on interest and the context of the scenario on offer. That approach seems very similar to what's been suggested here.
Campaigns can be as small or as expansive as desired, centering on a single town or a large geographical area. Preparation can be minimal or as extensive as desired. While it is possible to structure rigid scenarios, free-form play will usually be more interesting and challenging. It is easy to set up a town, give a few background details, and allow the participants free rein thereafter. In no time at all lawmen will arrest troublemakers, gunfights will take place, and Wells Fargo will lose yet another payroll to masked outlaws. This game isn't named BOOT HILL without reason!
He makes it sound so easy!
Fortunately, there's an entire section of the rulebook dedicated to the creation and running of a Boot Hill campaign. I'll be taking a closer look at it in another series of upcoming posts.
Wednesday, September 18, 2024
Travel(ler) Times
Back in the halcyon days of Google Plus – the only social media platform I've ever really liked – I floated the idea of starting up an open-ended, multi-group Traveller sandbox campaign set in a single subsector of space. For those unfamiliar with a subsector, here's an example:
Retrospective: Alien Module 2: K'Kree
Tuesday, September 17, 2024
ElfQuest Returns
I've been an admirer of Chaosium boxed sets for a long time and consider many of them to be among the best RPG products ever released. That's why I was very quick to snap up the 40th anniversary reprint of Call of Cthulhu the company announced in 2021. Building on that success, Chaosium announced another re-release of a classic Basic Role-Playing-derived game, ElfQuest.
The remastered set will come in a 2" box and include not only the 2nd edition ElfQuest rulebook and related materials, but also The ElfQuest Companion, The Sea Elves, and Elf War supplements. Though I don't count myself a fan of ElfQuest, this announcement nevertheless makes me very happy. I love it when old RPGs are faithfully re-released for a new generation of fans to discover and appreciate. Chaosium has a very good track record when it comes to projects like this, so I think anyone who is an ElfQuest fan would do well to take a serious look at this.The Articles of Dragon: "The Big, Bad Barbarian"
Like many (most?) gamers at the time, I'm not certain I ever played AD&D "by the book." Instead, my friends and I played a cobbled-together mishmash of Holmes, Moldvay, AD&D, and random bits of RPG "folklore" we picked up from Crom knows where. We still called what we were playing Advanced Dungeons & Dragons, of course, because that was the game to play and we all wanted to play it, but whether we actually were playing something Gary Gygax would have recognized as AD&D is an open question. What's important to understand for our present purposes is that we believed ourselves to be playing AD&D, hence why the new material Gygax presented for use with AD&D in Dragon was so important to us.
My first experience of Gygax's additions had come in issue #59 (March 1982) with his introduction of cantrips. While these minor spells were interesting, they were never widely adopted in our group, unlike those that began to appear a few issues later. A good example of what I am talking about is "The Big, Bad Barbarian," which appeared in issue #63 (July 1982). As its title suggests, this article gave us our first peek at the barbarian character class that would later be included in Unearthed Arcana several years later. Since this was the first new – and official – addition to the line-up of AD&D character classes, I was very excited to see it.
I also perplexed by it. My own sense of what a "barbarian" was had been informed by two sources: ancient history and fantasy literature, particularly Howard's stories of Conan the Cimmerian. The class that Gygax presented in issue #63, with its proficiencies in survival and suspicion of magic, was vaguely reminiscent of both, but still somehow its own distinct thing. I didn't hate the class, but neither did I wholeheartedly embrace it as I would other new Gygaxian classes. I suppose it's fair to say that, in principle, I was attracted to the idea of a barbarian class. I simply wasn't yet sold on the AD&D version.
Part of the reason why I felt this way is that Gygax's barbarian broke a lot of standard AD&D "rules." For example, the barbarian's ability scores were generated according to its own unique methods, unlike even those presented in the Dungeon Masters Guide. Strength is generated by rolling 9D6 and picking the three highest, while Constitution uses 8D6 (Wisdom, interestingly, is generated by rolling 4d4). Furthermore, barbarians get double the benefit for high Dexterity and Constitution scores, both of which they'll almost certainly have, given the way the scores are generated. The class also began play proficient in even more weapons than a fighter, in addition to many other special abilities. Even to my twelve year-old self, it all seemed a bit much.
Nevertheless, I dutifully attempted to make use of the new class. One of my friends asked if he could convert his longtime fighter into a barbarian, since he'd always imagined him as a barbarian. I agreed, since it gave us the perfect opportunity to give the barbarian a whirl, just as Gygax suggested we do. The results were ... mixed. In play, we found the barbarian exceedingly tough in combat and its various abilities useful. However, in its Dragon iteration, the class was utterly forbidden from using magic weapons, which hampered its ability to take on many powerful monsters. I imagine this was intended to be balance out its other strengths, but, in the end, it proved crippling and my friend asked to return his character to being a fighter, which I happily permitted.
My first experience with a new, official class for AD&D ended in disappointment. This made me wary of all future classes Gygax presented in "From the Sorcerer's Scroll, though, as we'll see in future posts in this series, my wariness did not sour me on the idea of new character classes in general. But the barbarian, in either its original version or its "improved" one in UA, never won me over. I retain a fondness for the concept of a barbarian class, as I've explained before. I simply haven't yet found (or created) one that I like well enough to use. One day!
Monday, September 16, 2024
Things That Go Bump in the Night
Back at the end of June, I wrote a post about the representation of bugbears in the various TSR editions of Dungeons & Dragons. My examination of the topic revealed that, by and large, bugbears had a fairly consistent appearance over time, unlike, say, orcs. On some level, that made sense, since bugbears, as a distinct "type" of monster, are unique to D&D. They don't have a clear folkloric origin, leaving to TSR's artists the responsibility of establishing what they look like.
While looking through some old issues of Dragon magazine, I came across an advertisement from Ral Partha that showed off some miniatures sculpted by Tom Meier, including some identified as bugbears. Here's one of them, as shown on the Ral Partha Legacy website.
Rutskarn's Gambit
Friday, September 13, 2024
Boot Hill Introduction (Part II)
The question of whether Boot Hill is actually a roleplaying game is an interesting one, especially since the introduction to the game addresses this:
Playing BOOT HILL is quite simple. Since it is a role-playing game, each player participating takes on the persona of an individual character and controls his actions. In some cases, henchmen or associates will also be under his direction. In any event, the player takes the role of his character for the time that that individual is involved in the game situation (death, for instance, or a long jail term could remove that character from the game). The player makes the same decisions his character would make in the conduct of affairs (either in the heat of a gunfight if such a game is being played out on the tabletop, or the day-to-day activities if it is a campaign situation), and the combined actions of the entire cast of players as a whole (plus actions by non-player characters_ make up an ever-changing game situation which is much like the unfolding story of a novel or movie script – except that no one knows exactly what might result or how the story might ultimately turn out!
While there's a lot to unpack in the quote above, I want to focus on only two portions of it. First, the introduction is quite clear that its author (Gary Gygax and/or Brian Blume) unambiguously sees Boot Hill as a roleplaying game and explains what he means by that. Second, and relatedly, the author seemingly makes a distinction between "tabletop" play and "campaign" play. The former he associates with gunfighting, while the latter he associates with "day-to-day activities," though he doesn't (yet) explain he means by that. I can't recall this distinction ever being made in any other RPG, so this caught my attention.
This unpredictability and open-ended nature is what makes any role-playing game enjoyable, and the often fast and furious action of BOOT HILL gives it an excitement all its own. Players should strive to take on the role of their game character and fully immerse themselves in the very enjoyable fantasy aspect of the game. If they do so, they will enjoy it even more ...
I very much agree with this, of course.
Pre-arranged scenarios can be used for individual games (two such scenarios, THE GUNFIGHT AT THE OK CORRAL and THE BATTLE OF COFFEYVILLE, are included as appendices in this booklet) – and these games can be historically-based or constructed in any way desired. Setting up a bank robbery scenario, for instance, would be easy – splitting up the players as outlaws, citizens, sheriff, deputy, bank personnel, etc., arranging the location of buildings involved (using the town map provided or one drawn especially for the scenario), and handling any pursuit cross-country by using a hex map (which could be the fictional area map within the game). The abilities and rating of individual players are determined by dice rolling in the manner described in a following section (see SETTING UP GAME CHARACTERS), and once this is done, the starting location of each character is noted, and play begins. It is suggested that the first few games played be unrelated games of this type which (while enjoyable) will basically serve as training sessions.
Here, the author makes it clearer what he might mean by "game," namely a "pre-arranged scenario" with a very specific purpose, like a bank robbery or other gunfight.
Once players are familiar with the game rules and mechanics, they will find that the most enjoyable games are those that are tied together as part of a larger campaign (see CAMPAIGNS). In such a situation, past events are reflected as closely as possible in successive games, and each player has a stake in the future as well as a place in the status quo. Since platers are in different positions with different objectives (as well as on both sides of the law), there will be enough conflict and contention to provide for plenty of interesting action (which will include the inevitable gunfights and shootouts which can be played as tabletop games). Some typical character roles (depending on the size of the campaign) would be: outlaws, lawmen (sheriff, deputy, Texas ranger, etc.), ranchers (cattlemen or sheep rancher), Indian chiefs, gamblers, bounty hunters, hired guns, drifters, and so on.
Here, "game" would seem to be a synonym for a "session" of play, in contrast with a "campaign," which is a series of successive games linked by past events. In any case, it's worth noting that a Boot Hill campaign as envisaged here involves, as I pointed out in my earlier post, player conflict, since the interests of the characters will not always align. Furthermore, this conflict is intended to be one of the drivers of "interesting action" within the campaign, leading to, among other things, "inevitable gunfights and shootouts" – in short, a wargame-y "player versus player" frame.
My friends and I never played Boot Hill for very long and thus never had the chance to use it for a campaign. What we did do was run one-off scenarios in which players took on different roles that were often at odds with one another – outlaws versus lawmen, etc. – and played out their battles with the map and counters the boxed set included. We had fun with this, but we treated it not much differently than we did other tabletop battle games rather than as an adjunct to something more, as the introduction suggests.
We'll wrap up our look at the introduction in my next post, but there's still a lot more to examine about Boot Hill beyond that, as subsequent posts will show.
25 Years Ago Today ...
... we lost the Moon in a tragic accident involving nuclear waste and a previous unknown form of magnetic radiation. Along with the Moon, all 311 personnel stationed aboard Moonbase Alpha were also lost.
Thanks to my friend and referee, Aaron, for reminding me of this important date.
Wednesday, September 11, 2024
Retrospective: Ballots & Bullets
Making off with the ballot box ... |
Would you trust this man with the future of Promise City? |
Tuesday, September 10, 2024
REPOST: The Articles of Dragon: "Pages from the Mages"
The article presents four "long-lost magical manuals" – the tomes of powerful and famous magic-users, each of which is unique in some way. All four books are given a name, a description, and a history in addition to a list of their contents. Every one of these entries made these librams much more interesting than just a simple catalog of, say, the spells they contained or the magical effect they conferred upon their reader. Thus, we learn that the eponymous author of Mhzentul's Runes was slain at the Battle of the River Rising and that Nchaser's Eiyromancia contains not one but two heretofore unknown spells.
Greenwood's articles always impressed me with their feigned depth. That is, they seemed to be part of a rich and complex setting, whose every little nook and cranny had been detailed beforehand so that he could just pluck them from his mind and present them whenever required to do so. As I learned later, this is a parlor trick, one that I learned to perform in time, too, but it doesn't make me any less fond of "Pages from the Mages" or its later sequels. In the span of comparatively little space, Greenwood provided readers with not only some new magical items to insert into their own games but models for how to make almost any magic item a locus of information about a campaign setting and, by extension, an inspiration for adventure.
Monday, September 9, 2024
Flighty Elves and Bearded Dwarven Ladies
The astute among my readers might have noticed that the Boot Hill advertisement I shared earlier today appeared in the August 1979 issue of Dragon, the same month that the AD&D Dungeon Masters Guide was released. To mark this occasion, issue #28 includes an article in which TSR employees who had even a small hand in the completion of the DMG offer their opinions on the finished product. There's a lot of interesting stuff in the article, some of which might make good fodder for a future post. For the moment, though, I want to draw your attention to the comments offered by Jean Wells:
The section to which Wells refers is actually entitled "Player Character Racial Tendencies" and begins at the bottom of page 15 and continues on to page 16. Here's the section about elves that she so disliked:Now Available from Your Favorite Game Dealer
Since I'll be looking more closely at Boot Hill over the next couple of weeks, I thought it might be useful to share this advertisement for the game, which appeared in issue #28 of Dragon (August 1979).
Boot Hill Introduction (Part I)
One of the (many) fascinating things about Boot Hill is that its presentation is quite different from TSR's other RPGs of similar vintage, like Dungeons & Dragons or Gamma World. Consider what the introduction to the 1979 second edition has to say on the matter:
BOOT HILL is designed to function as a game in two ways – as a set of rules for man-to-man gunfighting action, and as an outline guide for setting up quasi-historical or fictional role-playing campaigns for an ongoing series of events. Although in the first context alone BOOT HILL will provide many hours of exciting action, it is in the latter way that the game fully reveals all its enjoyable possibilities – as player characters pursue their individual goals and interact with each other in a continuing game situation. With a good mix of interesting players and a competent gamemaster/referee there will certainly be no lack of action – as sheep ranchers and cattlemen pursue outlaws and rustlers, unscrupulous businessmen expand their holdings, hostile Indians threaten and much more.
This is an important paragraph. The most immediate statement of note here is that Boot Hill is intended to be used in two ways, first as a traditional RPG focused on a small group of characters and second as a vehicle for campaign play in which characters and groups of characters contend with one another. Equally notable, in my opinion, is the statement that Boot Hill "fully reveals" itself through campaign play, which is a statement I fully endorse.
The introduction continues:
Players will find that, once learned, the mechanics of play for BOOT HILL will be easily handled. This means that tabletop games can be played with a minimum of trouble and preparation, either with a referee or without.
Pay close attention to that last prepositional clause: either with a referee or without. If one is only familiar with the way RPGs are typically played today, that's got to be something of a shock.
The larger campaign games will require a gamemaster. This individual is not a player himself, but rather functions as a moderator of all the game activity – from devising the details of the setting and campaign situation and the player characters' part within it, to moderating and overseeing all game action (not only that which is to occur on the tabletop, but also the considerable pursuits and intrigues which go on "behind the scenes"). No more than an average knowledge of the "Old West" is needed, since the game is designed to be flexible and can be set up as desired with the information and suggestions given in this booklet. If the game is set up and conducted in a way which will be challenging and enjoyable to the players (as well as interesting to the referee), then it will be a success.
Reading this, I find myself reminded of Diplomacy, a game that was very popular with many early roleplayers, including Gary Gygax. An aspect of what makes Diplomacy unique is that there is a "roleplaying" element to it, in that each player acts as a diplomat for a European nation in the early 20th century and engages in public and secret negotiations with the other player diplomats with the goal of advancing his nation's interests and the expense of the others. Diplomacy is, to use contemporary parlance, a PVP game in which a player can only succeed at the expense of others.
I won't go so far as to claim that Diplomacy is the hidden key to understanding how many campaigns were played in the early days of the hobby, but I nevertheless do believe that it's an oft-forgotten part of the context out of which roleplaying games evolved. As near as I can tell, early campaigns were freewheeling, chaotic affairs in which players often pitted themselves against one another and campaign events were just as likely to be the results of this player-versus-player struggle as referee-created situations. The early history of Gygax's Greyhawk campaign is instructive here, in which Rob Kuntz's fighter, Robilar, frequently acted in his own self-interest and against those of other player characters in the campaign.
This seems to be the kind of play that the introduction to Boot Hill is advocating and that the game was designed to facilitate. In my next post, I'll take a closer look at a later section of the introduction, which provides additional detail about how campaign play of this sort was envisaged.
Saturday, September 7, 2024
Boot Hill Credits
I've been re-reading the second edition of Boot Hill recently. There's a lot in it that I'd forgotten and that I think worthy of comment, but I'll save that for an upcoming post. For now, I simply want to draw attention to the game's credits. In addition to crediting the game's designers, editors, and artists, it also lists the names of its playtesters, along with the characters they played. For anyone interested in the history of the hobby, it's fascinating stuff:
Jim "Gatling Gun" Ward (Julio Diego Garcia)
Mike "Hellfire & Brimstone" Carr (Dwayne De Truthe, and the Douglas Gang)
Rob "Shoot 'Em Up" Kuntz (The Moonwaltz Kid)
"Dastardly Dave" Megarry (Dastardly Dave Slade)
Dave Arneson (Ben Cartwheel of The Ponderous Ranch)
Gary "I Own It All" Gygax (Mr. G)
Terry "Hotshot" Kuntz (Mason Dix)
Tim "Elect Me!" Kask (Tim McCall)
Ernie "Scatter Gun" Gygax (Ernie Sloan)
Brian "Buckshot" Blume (The Referee)
The list is a veritable who's who of the early days of TSR Hobbies, which I suppose shouldn't really be a surprise, since this edition was released in 1979. The player nicknames are quite amusing and I suspect they relate to events from the campaign.
Appendix D of Boot Hill includes a list of fictional non-player characters, many of whose names match those listed in parentheses above, suggesting they're the names of player characters. This list includes not only these characters' names but also their game statistics and profession. For example, Mr. G, Gary Gygax's character, is described as a "rancher." That probably explains the "I Own It All" nickname above. Meanwhile, Mike Carr's character, Dwayne De Truthe, is a preacher and Tim Kask's Tim McCall is a saloon keeper and gamber (and presumably a would-be politician).
I absolutely adore lists like this. Frankly, I wish we knew more about the play of early RPG campaigns by people who'd eventually go on to make an impact on the hobby. I wish, for example, that I had a similar list for the Traveller campaigns played by the GDW crew. Perhaps I'll have to press Marc Miller about this when I see him at Gamehole Con this October.
Friday, September 6, 2024
How Do You Solve a Problem Like Kirktá? (Part IV)
While the House of Worms Empire of the Petal Throne campaign may be winding down, it's still far from over. As discussed in three previous posts, the player characters have stopped in the city of Koylugá on their way across the kingdom of Salarvyá on their way to explore Mihálli ruins to the northeast. While in Koylugá, one of the characters, Kirktá, has found himself engaged to be married to Chygár, niece of the city's ruling prince, Kúrek. The engagement is a stratagem intended to force the characters to act as his agents as part of his bid to secure the Ebon Throne, when the current – and insane – king vacates it in death. Neither he nor his niece has any real intention of seeing this marriage take place. It's part of a typically Salarvyáni scheme to achieve a much greater end.
The characters do not like being used as pawns in someone else's game. This turn of events has stiffened their spines and so they have decided to use it as a way to advance their interests. Rather than simply acquiescing to the terms of the marriage dictated to them by Kúrek, they have fought hard for their terms. Nebússa's wife, Srüna, a formidable woman in her own right, has acted as their negotiator and pushed for a number of things Kúrek seems opposed to. Chief among these is that the marriage happen before their departure from Koylugá and that Chgyár should accompany her husband when they do so.
Kúrek was reluctant to accept these terms. He preferred that the marriage only happen after the characters had headed to the lands of the Gürüshyúgga clan to which he was sending them. Further, he was quite adamant that Chgyár should remain in Koylugá until then. These facts led the characters to suspect that they were being lied to about the Kúrek's true plans, but they had insufficient evidence to determine his true motives. So, they simply instructed Srüna to push even harder for an earlier wedding date and having Chgyár join their expedition once it was completed. Surprisingly, Kúrek eventually agreed.
Not long after this happened, Chgyár asked to speak with Kirktá. She begged him not to go through with the wedding – at least not until after his journey. Kirktá saw no reason to agree and told her so. This made her increasingly angry, to the point of panic. Once it became clear that Kirktá had made up his mind to marry her, despite her protestations that she had no interest in doing so, she finally sent him away in exasperation, saying, "I have grown tired of you and these endless conversations. If dying with you is the only way to end them, I am resigned to that fact. Begone."
It took a while before Kirktá understood what she had just said. Nebússa was now worried. Chgyár's use of the phrase "dying with you" suggested that, as they suspected, Kúrek had something more in mind than a simple marital alliance. Srüna was then dispatched to speak with Chgyár, in the hope that she might clarify matters. While she would not answer certain questions directly, she did explain that Kirktá was being sent to the Gürüshyúgga clan not merely as an emissary of her uncle but as a sacrifice. More significantly, the word she used was a very specific, technical term in the Salarvyáni language for a kingly sacrifice of the kind that occurs when the ruler of Salarvyá is judged too infirm to sit upon the Ebon Throne any longer. He is then impaled as a sacrificial offering to Shiringgáyi, their supreme goddess.
This put a very different spin on things! It also explained Chgyár's extreme reluctance to marry and accompany Kirktá eastward, since she likely believes that she, too, will be sacrificed. While none of the characters yet knew precisely with Prince Kúrek had planned or why, it didn't matter: he was plotting to have them killed under the cover of employing them as his agents. That was enough for the characters to decide that they needed to escape Koylugá as quickly and quietly as possible. The longer they waited, the more likely they were to be captured and sent to the Gürüshyúgga under armed guard.
It was time to act.
The Bishop Returns
Thursday, September 5, 2024
Hidden Details
In a comment to my earlier post about level titles beyond Dungeons & Dragons, Tamás Illés pointed out that the later installments of the computer game Wizardry included level titles (as did EverQuest). Not being well versed in the history of the Wizardry, this comment naturally piqued my interest. I spent some time yesterday looking into the matter by seeking out scans of the original manuals online. In doing so, I not only confirmed the truth of the comment – more on that in a future post – but also stumbled across something equally interesting.
I never owned Wizardry myself. When I played it, I did so on a friend's computer after having watched him play it. Consequently, I don't think I ever saw the game's manual or, if I did, I have no recollection of doing so. That's too bad, because the manual contains notable artwork, like this one, depicting the four basic character classes:
Then, there's this illustration, depicting the four elite character classes:Wednesday, September 4, 2024
Retrospective: Sabre River
Of course, as I mentioned in my Retrospective post about one of the modules in this series, this intention wasn't as easy to fulfill as TSR might have wished. Nearly all of the CM modules were flawed in one way or another, especially when it comes to providing a model for campaigns in which many, if not all, of the player characters have risen to rule their own domains. Despite that, many of them nevertheless include clever ideas and interesting concepts that could, if reworked, be useful to the harried Dungeon Master of a Companion-level campaign.
Take, for example, Sabre River, co-written by Douglas Niles and Bruce Nesmith and released in 1984. The module begins with the following:
Have all of your characters settled down and started dominions? Have you wondered if they'll ever get the chance to fight their way through an old-fashioned dungeon again? Yes, they will!
The premise of Sabre River is that a group of four to six characters of levels 18–22 must venture into the Tower of Terror, a dungeon within a volcano, in order to deal with a curse that's been laid upon the land. The land in question is the domain of either an NPC ruler or – preferably – that of one of the player characters. In this respect at least, Sabre River is already an improvement over its immediate predecessor, Death's Ride, which more or less rejected the very idea that a player character's domain should be subjected to the undead invasion depicted in that module.
The idea of a dungeon capable of challenging a party of 18th–22nd-level characters is intriguing. In the D&D circles with which I was familiar at the time, it was generally assumed that, as a character achieved double-digit levels, he would find his challenges in domain rulership and all that that entailed, like mass combats, power politics, and faction play. I suspect that explain why I so rarely saw anyone continue to play a D&D character at such exalted levels: the implied style of play wasn't very appealing to most players and indeed seemed to be a break from what Dungeons & Dragons was assumed to be about. What most players of my acquaintance wanted instead was more of the same, albeit at a great degree of challenge and, in principle, that's what Sabre River provided.
The Tower of Terror is indeed challenging. It's populated by powerful and deadly monsters, like a red dragon, elementals of various types, a beholder, and swarms or flocks of lesser creatures. There's also a commensurate level of treasure, some of it truly staggering, like a roomful of gold ingots worth 800,000gp in total. That only makes sense, of course, since high-level characters need huge amounts of experience points to advance and treasure is the surest source of such XP. Still, I was quite shocked to see these numbers as I re-read the module. For me, these astronomical sums have long been an impediment to my enjoyment of a D&D campaign of this level. Others may feel differently, of course.
Sabre River's challenges also include a handful of tricks, traps, and unusual tactical situations intended to test the players' skills in combat. There's also the central mystery of the curse, how it can be lifted, and what the characters must do to achieve that. It's all very serviceable but far from outstanding – certainly nothing on par with adventures like White Plume Mountain or The Ghost Tower of Inverness when it comes to imagination (and frustration). Mostly, Sabre River is about everything being BIG, from monsters (and their hit point totals) to treasures, which is a little disappointing, especially because I know that Doug Niles is a good designer who's penned some enjoyable stuff over the years.
Sabre River is not a terrible module; it simply doesn't stand out as anything special. Its worst sin, in my opinion, is that it doesn't deviate too much from the mediocre track record of the CM-series, almost none of which take full advantage of the new opportunities and vistas that the Companion Rules opened up to player characters of levels 15 to 25. A shame!
Tuesday, September 3, 2024
Authentic Dungeon Masters Prefer ...
During the period between 1979 and 1982 when Grenadier Models held the license to produce official Advanced Dungeons & Dragons miniatures, the company ran lots of advertisements in the pages of Dragon magazine and elsewhere. Because they frequently made use of people dressed up in fantasy garb, I've always found them quite memorable (and silly – but in a good kind of way). Here's one I came across from issue #61 (May 1982) while preparing my earlier post from today.
The Articles of Dragon: "Call of Cthulhu is a Challenge"
Though Cook had a lot of positive things to say about Call of Cthulhu, the overall tenor of his review could probably be called "mixed." After providing a nice overview of both the works of H.P. Lovecraft and the intended playstyle of CoC, he launches into his dissection of the game's flaws. For example, he points out that, while short, Basic Role-Playing, is not very complete, with many ambiguous rules. The same is true of the Call of Cthulhu rulebook itself, which, in addition to ambiguity, includes editorial errors that further contribute to its lack of clarity. In particular, Cook notes that the game's combat system lacks, among other things, "rules for how to deal with cover, movement, surprise, or other situations" that might come up in a fight.
Cook singles out A Sourcebook for the 1920's as "the weakest part" of the boxed set. Its contents, he believes, appear to be little more than "notes and unfinished design work." He finds the alternate character generation rules – one of my favorite parts of the book – to be "inadequately explained" and a source of confusion. Another bone of contention is the game's lack of rules for generating and handling human NPCs, whom Cook imagines will play important roles in any Lovecraft-inspired adventure. Speaking of which, Cook speaks highly of the sample scenarios included in the rulebook.
The review is fairly lengthy and detailed, but it generally goes on in this direction. I get the impression that Cook, as a fan of Lovecraft, may have had high, or at least very specific, hopes for what Call of Cthulhu should have been like and those hopes were not fully met. Even so, he acknowledges that "when played, it's fun." He does caution that, because of its rules gaps, it demands a lot of the referee. Consequently, Call of Cthulhu "is a good game for experienced role-playing gamers and ambitious judges, especially if they like Lovecraft's type of story."
As I mentioned, I already owned a copy of Call of Cthulhu by the time I read this review and was slightly baffled by it. My friends and I had been enjoying it without noticing any of the problems Cook pointed out in his review. That's probably because, as young people – I would have been twelve at the time – our grasp of the rules as written was not always the best and so we frequently made things up when we needed to do so. By contrast, Cook was already an accomplished game designer with a lot of experience both as a writer and a player of both wargames and RPGs. This undoubtedly colored the way he wrote his review, something I didn't appreciate at the time.
I also couldn't fathom why Cook had so many critical things to say about the game, despite his admission that he had found Call of Cthulhu fun in play. If he enjoyed the game, I thought, why point out its flaws? For that matter, how had he even noticed them in the first place? I thought about these and other related questions for some time afterward, which is precisely why I still remember this review more than four decades later. David Cook challenged my own assumptions and blind spots. He'd dared to say critical things about a new game my friends and I had enjoyed. In retrospect, I realize I learned a lot from his approach, even if, in 1982, it made little sense to me.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.Thursday, August 29, 2024
Level Titles: Illusionists and the Rest
Having already covered the level titles of most of the character classes in Dungeons & Dragons, it's now time to turn to those that remain, some of which are unusual. Let's start with the most straightforward: illusionists. A sub-class of magic-user, illusionists first appeared in volume 1, issue 4 of The Strategic Review (Winter 1975) in an article written by Peter Aronson. As presented there, illusionists have the following level titles:
The AD&D Players Handbook (1978) has an almost identical list of level titles. The only difference is that the original level 1 title, minor trickster, is turned into the level 2 title, in order to make room for "prestidigitator," which also happens to be the level title for a level 1 magic-user. There is, of course, no explanation for this overlap of titles, which is, I think, unique in the game.The paladin class first appeared as a kind of proto-prestige class to the fighting man in Supplement I to OD&D (1975). In that form, the class has no distinctive level titles. Those didn't appear until the stand-alone version of the class was presented in the AD&D Players Handbook several years later.