Showing posts with label forgotten realms. Show all posts
Showing posts with label forgotten realms. Show all posts

Thursday, June 19, 2025

Dragonlance at the End of the World

One of many things that doesn't always come through in my campaign update posts are the little moments of roleplaying and character development that are, for me anyway, why I continue to participate in this hobby after so many decades. Reading those posts and the supplementary ones that draw attention to larger developments within them, one might well think the Big Stuff is all that matters to me. Of course, the Big Stuff does matter to me, especially in my House of Worms and Barrett's Raiders campaigns, where political, social, and religious struggles are important drivers of the action. Even so, it's the characters who matter most to me. They are, after all, the means by which my wonderful players interact with the situations I set before them and I appreciate the added texture they can add to the game world.

An amusing case in point is Corporal Wayne "Rocketman" Schweyk. Rocketman was originally a back-up character, introduced during the unit's time in the Free City of Kraków. All the players had a back-up character, both to fill out the unit's complement, but also as insurance in case one of the "main" characters died in combat or through some other means. Rocketman, as his name suggests, had been part of a Multiple Launch Rocket System crew during the earlier stages of the Twilight War. He eventually found his way to the Free City and became part of a group of displaced American soldiers there, some of whom joined the Raiders when they fled Kraków and its Machiavellian politics. 

As a character, Rocketman has several defining characteristics. Most obviously, he likes rockets, missiles, grenade launchers, mortars, and similar weaponry. Second, he is a good driver and always volunteers to drive one of the unit's vehicles. Finally, he's an avid reader of Dragonlance novels and makes an effort to seek out new sources of them whenever it's practical. Now that the Raiders are back in the USA, this is a fair bit easier than it was in Poland. Recently, Rocketman has begun to branch out. He's expressed an interest in Forgotten Realms novels, too, a few of which he was able to obtain in trade from soldiers stationed at Fort Lee.

On the one hand, this bit of characterization is a joke, making fun of just how many of these novels TSR published throughout the '80s and '90s – and there were a lot of them. We looked into the matter and, assuming that, in the timeline of Barrett's Raiders, TSR stopped producing new Dragonlance and Forgotten Realms novels at the end of 1997, shortly after the first Soviet nuclear strikes against America, there'd still be just shy of 100 Dragonlance novels and a little less than 80 Forgotten Realms novels. As I said, there really were a lot of these novels, but, from what I understand, they sold very, very well, outshining even the gaming material on which they were based. Talk about brandification!

On the other hand, little details like help a character to come alive. They help set him apart from his comrades and often serve as motivations for what the character does. In the case of Rocketman, he really does spend time talking to other soldiers, learning if any of them shares his interest in fantasy novels and whether there's library or other potential source for more of them. Further, his interest helps ground the campaign in its time and place. Barrett's Raiders is presently set in December 2000 in an alternate timeline that diverged at least as far back as 1985, if not earlier. Seeing as we're a quarter century removed from its chronological date and in a different reality altogether, these small reminders have proven useful.

From time to time, I should probably devote more posts to stuff like this. I've repeatedly said that the success and longevity of my various campaigns is, in large part, due to my players, who have created some really fun and memorable characters. They're one of the things that keep me engaged week after week. Shining the spotlight on some of them might prove helpful or at least interesting to readers as well.

Thursday, April 3, 2025

Off the Shelf

Last week,a reader had some interesting things to say in the comments to my post, "Now Make It YOUR Tékumel" (Part I):

James, I know your Tekumel campaign has been a joy for you and your players, but because there’s this continuous “gap” of not knowing the entire ins and outs of the world, doesn’t it make you just want to go back and run your own campaign worlds you were GM’ing in the past or develop a new one? My own setting may not be as rich as Tekumel, Glorantha, or others, but it is mine and mine alone, and the time I spend developing and learning about it is a far greater satisfaction than using someone else’s secondary world, so to speak.

These are questions that have probably been asked since the appearance of the first published settings for use with roleplaying games and they're very good ones. They're especially relevant in the context of old school gaming, which, by and large, tends to valorize "do it yourself" approaches to most aspects of our hobby. As with some many things, I don't think there's a "right" answer to these questions. However, I can offer my thoughts on the matter.

Without a doubt, one of the greatest joys I've had in this hobby is worldbuilding. I suspect many, if not most, referees first take up that mantle out of a desire to create – to sketch out maps, populate them with grand cities and petty fiefdoms, invent cultures, histories, pantheons, even languages and then watch as players interact with what they've created. The creative impulse is a powerful one and indeed central to why I've kept up this hobby for more than four decades. Given that, why then would anyone ever choose to use a setting created by someone else rather than make his own? Why play in Glorantha, Tékumel, the Third Imperium, or the Forgotten Realms rather than a world of one’s own devising?

The most obvious answer is this: pre-existing settings can possess virtues all their own. Chief among these benefits is depth. A well-established setting, particularly one with decades of development, represents an accumulation of creativity far beyond what any individual could achieve alone. Consider Tékumel, which is the fruit of a lifetime of imagining (and play!), from which were born details of multiple societies, cultures, languages, etc. The richness of Tékumel, its sense of authenticity and depth, would be difficult, if not impossible, to replicate without investing a similarly long amount of time into developing a new setting. 

Of course, one might reasonably argue that that's precisely the point of creating one's own setting – to build it up over time through imagination and play. I'm not disputing that and certainly not denigrating the value of it. However, not everyone desires or indeed is even able to devote that much time and effort into building up an imaginary setting in this way. Campaigns, after all, can be fleeting things. Players come and go, life circumstances change, and many referees may not have the luxury of decades to let a world gradually accrete the layers of history, culture, and depth that make a setting feel truly lived-in. There is something to be said for stepping into a world that is already rich with detail, one where the referee doesn’t have to reinvent the wheel every time he needs a new culture, language, or historical event to ground his adventures. With an established setting, that work has already been done, allowing the referee to focus on incorporating the player characters into an existing framework rather than painstakingly constructing it piece by piece.

Additionally, the act of worldbuilding itself is a different skill from running a compelling campaign. Some referees are natural improvisers, capable of crafting intricate scenarios and memorable characters on the fly, but may struggle to construct the background details that give a world texture. Others might excel at creating histories and cultures but find it challenging to translate those into dynamic and engaging play at the table. Pre-existing settings offer a way to balance those strengths and weaknesses, providing a solid foundation of background and depth while still leaving ample room for creativity and interpretation. By using a well-established world, referees can benefit from the hard work of others while still making the game their own, customizing and adapting elements to suit the needs of their campaigns without having to start from scratch.

This depth can translate into greater immersion. Players unfamiliar with a referee’s homebrew world often struggle to grasp its nuances. What’s the dominant religion? Who rules this land? What’s the history between these two nations? A pre-existing setting obviates some of the need for that by providing a shared foundation of understanding. Even if players aren’t deeply familiar with RuneQuest's Glorantha, for example, they can quickly grasp that it’s a Bronze Age-inspired world of myth and heroism, where the gods are real and ever-present. For many, that's a more solid base for engagement than the uncertainties of a homebrew setting.

Another virtue of using an established setting is that it frees the referee from the burden of having to create everything from whole cloth. Worldbuilding is rewarding, yes, but it’s also time-consuming, and many of us have only limited time to devote to the hobby. By using Tékumel or the Third Imperium, a referee can focus on what really matters: developing adventures, presenting engaging scenarios, and bringing the world to life at the table rather than, say, detailing the taxonomy of his world’s flora and fauna or coming up with the names of its deities. This doesn’t mean that one must slavishly adhere to every canonical detail; rather, an established setting provides a sturdy scaffolding upon which a referee can build, altering and expanding as needed without having to start from scratch.

Furthermore, a pre-existing setting has already been tested. The referee knows that Glorantha is a compelling place to explore, that Traveller’s Imperium provides a solid framework for intrigue and adventure, that the Forgotten Realms is filled to the brim with adventuring locales and NPCs. When crafting a homebrew setting, there’s always the risk that it won’t hold together under scrutiny, that it lacks cohesion, or that it simply doesn’t inspire one's players. A well-developed, pre-established setting has already proven itself.

There’s also the communal aspect of a shared setting. When a referee runs a game in Glorantha or Tékumel, he is participating in a wider conversation, connecting with an audience that extends beyond his own table. He can draw on the experiences of others, take inspiration from decades of published material, and contribute to a living world that exists in the collective imagination of thousands of players. This sense of shared history is part of what makes these settings so compelling. When one plays in Glorantha, for example, one walks the same mythic paths as countless other players, building on the stories and legends that came before. (This is also part of the appeal of pre-packaged adventure modules, but perhaps that's a topic for another post.)

As a general rule, I still prefer homebrew settings. There is an undeniable satisfaction in crafting one’s own setting and watching it take shape over time. However, I think it would be a misconception to assume that using a pre-existing world is somehow a lesser choice or that it stifles creativity. On the contrary, it provides a foundation upon which creativity can flourish. That's certainly been the case in my House of Worms campaign, for example. Adopting a well-established setting can enable a referee to gain access to a wealth of material, allowing him to focus on breathing life into the world and creating fun adventures that his players will remember for years to come.

Once again, I think I've rambled on longer than I'd intended. At the very least, I hope I've done a decent job of laying out some of the reasons why a referee might decide to make use of an "off the shelf" campaign setting rather than one he'd created himself. 

Tuesday, February 18, 2025

REPOST: The Articles of Dragon: "Seven Swords"

Like his "Pages from the Mages," Ed Greenwood's "Seven Swords" from issue #74 of Dragon (June 1983) is an article I remember reading for the first time very vividly. Not only was I keen for more information about Greenwood's then-mysterious Forgotten Realms setting, but I had come recognize the man as one of the more clever and imaginative writers to appear in Dragon's pages. A big part of Greenwood's appeal is the way that he could make something as seemingly banal as sword +1 and make it interesting – and he did it without having to introduce a host of new powers or abilities into the game.

What "Seven Swords" does is present seven different magical weapons, none of which is more potent than a sword +3. Each of these swords gets an extensive description of both its physical and magical properties. Amusingly, it's often the physical description that really sets these swords apart from the pack. Whether it's the huge cabochon-cut black sapphire in the grip of Adjatha, the six matched bloodstones set in the bronze blade of Ilbratha, or the rearing serpents who make the guard of Shazzellim, Greenwood makes each of these weapons unique in appearance as well as abilities. This is a small detail that many referees overlook, concentrating instead on game mechanical effects. Greenwood doesn't skimp on these either, but they're only one facet of what makes the titular swords special.

Each weapon also includes a "lore" section, detailing the history of the blade, from its forging to the present day. It's this section that I really ate up as a younger man. Re-reading them in preparation for this post, I can completely understand why that was the case. The lore Greenwood presents isn't extensive – no more than four or five short paragraphs in most cases – but it's evocative. It's suggestive of adventures and, better still, it gives even a lowly sword +1 an air of antiquity and individuality that makes it a weapon worth holding on to even when better weapons come along. That was probably the biggest lesson "Seven Swords" taught me: game mechanics aren't always what make a magic item special. It's a lesson I've kept with me all these years and one I'd like to see adopted more broadly.

Wednesday, November 27, 2024

Retrospective: Al-Qadim: Arabian Adventures

I'm a sucker for historical fantasy – or even just fantasy that's heavily inspired by a particular historical period, society, or culture. That's one of the reasons I so eagerly awaited the release of Oriental Adventures in 1985: I saw it as an opportunity for Dungeons & Dragons (or AD&D) to finally present monks and ninjas and samurai within a more suitable context than the riotous goulash in which the game has existed since its inception. In my experience, most (A)D&D players never cared about this as much as I did, even back in the day, but such concerns grew increasingly important to me, especially during my teen years.

Consequently, when TSR announced that it'd be giving the Oriental Adventures treatment to the myths, legends, and folklore of the Middle East, I was pretty excited. Though Bulfinch's Mythology didn't include a section on these tales, I was nevertheless quite familiar with the stories of A Thousand and One Nights, not to mention the charming films featuring Sinbad the Sailor I'd seen as a child. And course D&D had long included monsters like the djinn, efreet, ghoul, and roc, in addition to the flying carpet and ring of wishes, all of which have their origin in Middle Eastern mythology.

Entitled Al-Qadim: Arabian Adventures, this 158-page softcover was written by Jeff Grubb with the assistance of Andria Hayday. Grubb was a powerhouse designer at TSR at this time, having previously created Marvel Super Heroes, shepherded the Forgotten Realms Campaign Set to publication, and conceived Spelljammer, among many other influential projects. He brings the same imagination and enthusiasm for Al-Qadim that he did for its predecessors, resulting in a book of which I remain very fond, despite certain shortcomings. 

In the book's introduction, Grubb acknowledges that Arabian Adventures takes inspirations from three different versions of Arabia. The first is the Arabia of history, whose people, culture, and history spread from the Atlantic Ocean to India as a result of the Islamic conquests starting in the 7th century. The second is the Arabia of myth and legend. Finally, there is the Arabia of Hollywood, like the aforementioned Sinbad movies. Of the three, the second and third are the most important to Al-Qadim, which is not intended to be historically or culturally accurate but is, echoing the foreword to OD&D, "strictly fantasy."

Like Oriental Adventures before it, Arabian Adventures is not a stand-alone game but rather a supplement to AD&D, then in its second edition. Its purpose is to provide new and alternative rules for use with 2e rather than being complete in itself. Thus, for example, we get a variety of new character kits, as well as new equipment, nonweapon proficiencies, and spells. All of these are intended to differentiate the inhabitants of Zakhara, the Land of Fate, from those coming from more Western European-inspired locales, just as OA had done for the peoples of Kara-Tur. Al-Qadim is decidedly not generic in its presentation, but instead places everything within a very specific cultural and social context derived from the three sources Grubb mentioned in his introduction.

By and large, the end result is excellent, better in some ways than Oriental Adventures in my opinion. The character kits – a concept that didn't exist at the time OA was published – do a very good job of tailoring AD&D's existing character classes for an Arabian-inspired setting. While most of them are interesting and flavorful, the ones I most liked were those that covered roles uncommon or unknown in other settings, like the barber, beggar-thief, and merchant-rogue. Likewise, the new spells and proficiencies went a long way toward making a Zakharan character feel distinct from his counterparts in other realms.

Where Al-Qadim falls down is its being branded with and tied to the Forgotten Realms campaign setting. This is not the fault of Grubb or Hayday, nor does it strongly weaken the quality of their work. In the early 1990s, TSR was very keen on tying all of its AD&D products to one or more of its existing settings. Since the Realms were TSR's "go-to" AD&D setting, the company plugged almost everything into it, including Zakhara (just as had previously been done with Kara-Tur). It's a pity, because I think Zakhara would have been much more interesting had it simply been its own thing, divorced from the rest of TSR's AD&D settings of the time.

One way that this impacts Arabian Adventures in a negative way is that we don't get any unique demihuman or nonhuman playable races. All the standard AD&D races, like dwarves, elves, and halflings, are present in Zakhara and, aside from the usual game mechanics associated with them (ability bonuses, special abilities, etc.), they're really little different from Zakharan humans, sharing the same customs, beliefs, and so on. There's nothing strictly wrong with this approach, but Oriental Adventures gave us several new nonhuman races to play and I think doing so went a long way toward making Kara-Tur feel distinct. I would have liked to have seen the same for Al-Qadim.

The other "flaw" in Al-Qadim is that it's pretty clearly meant to be an alternate Players Handbook. Unlike Oriental Adventures, there's not much in the way of referee material included in this book. There are no new monsters or magic items, for example, and while both those omissions would eventually be dealt with in follow-up products – several, in fact! – their lack in this book was something I felt pretty keenly at the time. I would have preferred something a bit more expansive in its content, but, as I said at the beginning of this post, Arabian Adventures isn't a stand-alone product and, given TSR's approach to publishing AD&D at the time, there was probably little to no chance it would have included such material when it could more profitably be sold in later releases.

All that said, I really like Al-Qadim and regret that, like so many other AD&D products with which TSR flooded the market in the '90s, I never got the chance to make much use of it. One of my friends was a big fan of the line and purchased a lot of the later material, including the Land of Fate boxed set. From what I could tell, all of the setting's support material was of a very high quality – imaginative and fun, with plenty of great ideas to aid the Dungeon Master in refereeing his very own version of A Thousand and One Nights. It's one Second Edition's better supplements and deserves more love than it generally gets.

Wednesday, April 24, 2024

Retrospective: Kara-Tur: The Eastern Realms

I remember being very excited about the imminent release of the Oriental Adventures in 1985. Aside from the obvious reason – the introduction of playable ninja and samurai into Advanced D&D – I was quite keen to see "the Oriental lands of Oerth," as promised in the "Coming Attractions" section of Dragon #102. However, when OA was released in November of that year, there was no real evidence in that book that Kara-Tur, as its setting was called, had any connection whatsoever to the World of Greyhawk. This fact was further demonstrated when the first adventure module for use with Oriental Adventures, Swords of the Daimyo, came out the next year. Though it included a gazetteer of part of the land of Kozakura, there was once again no evidence that it had any connection to Gary Gygax's campaign setting.

None of this really mattered, of course. Though I was a big fan of the World of Greyhawk, the connection (or not) between it and Kara-Tur had no impact whatsoever on my ability to use the rules of OA or my enjoyment of Kara-Tur. Even so, when TSR finally got around to releasing a boxed dedicated to detailing this vast continent and its peoples, I was more than a little baffled to see it had suddenly – and definitively – been placed in the Forgotten Realms setting. In retrospect, this made sense. In the aftermath of Gygax's ouster from the company, TSR had turned the Realms into the setting for AD&D. Everything that could be (and quite a few things that couldn't) were jammed into Ed Greenwood's brainchild, often to its detriment. 

That didn't stop me from buying it, of course. Even in 1988, I was still very much a fanboy of TSR. Plus, I have always been something of a collector of campaign settings. Consequently, there was pretty much no chance that I wouldn't buy Kara-Tur: The Eastern Realms when it was released. Furthermore, it truly was an impressive product, consisting of two 96-page books and four double-sided, color maps of the region, all for $15 (about $40 in today's debased currency) – a steal! In addition, the books were amply illustrated by the late, great Jim Holloway, along with cover art by Jeff Easley. All in all, a terrific package and I'd have been foolish not to have picked it up.

The two integral books are unusual in that they're essentially a single book split into two volumes, right down to sharing page numbers. Volume I covers the lands of Shou Lung and T'u Lung – analogs of China during centralized and Warring States periods respectively – as well as Tabot (Tibet – ugh!), the Plain of Horses (Mongolia), and the Northern Wastes (Siberia). Volume II covers the lands of Wa and Kozakura – analogs of Japan during the Edo and Sengoku periods respectively – along with Koryo (Korea – ugh!), the Jungle Lands (Indochina), and the Island Kingdoms (Indonesia and the Philippines). It's an impressive amount of material, covering nearly every aspect of these lands that you can imagine, from geography and history to religion and politics. In addition, each realm gets NPCs, monsters, adventure ideas, and sometimes even new spells and magic items. 

What's interesting is that Kara-Tur has no single author. Instead, different authors cover different lands, with the whole thing "coordinated" by David Cook, primary author of Oriental Adventures. The authors are a diverse bunch of people, most of whom were not employees of TSR at the time: Jay Batista, Deborah Christian, John Nephew, Michael Pondsmith, and Rick Swan. I'm not sure how common such a practice would have been at the time, but it strikes me as unusual, at least compared to many similar projects, which were usually the work of a single author. Consequently, Kara-Tur has a somewhat uneven feel to it, as if each author had a slightly different vision of what he had in mind while writing. 

This unevenness comes through most clearly when you look at certain lands, whose histories, societies, cultures, and names(!) are lifted almost entirely from the real world, while others are a bit more fantastical. That's probably my biggest problem with Kara-Tur as a setting: it leans to heavily on the real world, particularly when compared to the larger Forgotten Realms, which is largely unmoored from any specific real world inspirations. Some of that, I suspect, has to do with the relative unfamiliarity of Asian history – and fantasy – in late 1980s America. It was probably much easier to look to the real world, file the serial numbers off, add some wizards, and be done with it. Unfortunately, the results are often quite mediocre, not to mention at odds with the overall tenor and feel of the Realms of which Kara-Tur was supposed to be the eastern half. 

It's for this reason that, while I proudly bought and owned Kara-Tur: The Eastern Realms, I never really liked it. Compared to many of TSR's other campaign settings, this one seemed to me to be lacking in imagination. That's a great shame, because I feel like the cultures of Asia offer great fodder for the fantasy roleplaying games. Maybe that was a goal that was more difficult to realize almost four decades ago than it would be today, I don't know. Regardless, Kara-Tur falls well far of the mark of what I would have liked back in the day and even more so now. Alas!

Monday, April 8, 2024

Can You Go Home Again?

Despite my preference for playing RPGs with a group of friends, I've long enjoyed video and computer games. In fact, over the past Christmas holiday season, I finally completed Legend of Grimrock, a computer game I bought more than a decade ago and never finished. The premise of Legend of Grimrock is that the your party of four characters have been accused of crimes they (probably) didn't commit and must serve their sentence within the dungeons of Mount Grimrock. If they somehow survive its dangers, they will be absolved of their crimes. Of course, no one has ever escaped Mount Grimrock, so the odds of their doing so are not good.

I had a lot of fun with Legend of Grimrock (and, earlier this year, its sequel). It's a tough, occasionally frustrating dungeon whose challenges are a mix of puzzles, traps, resource management, and, of course, combat. In fact, I had such a good time playing it that I experienced a little bit of sadness when I finished the game. I wanted there to be more and there wasn't, so I naturally set out to find other games that might scratch the same itch. Surprisingly, there weren't a lot of computer or video games out there that had quite what I was looking for – at least not current video games (by which I mean, games released within the last decade or so). 

Fortunately, fondness for and appreciation of the products of earlier eras is not limited to the realm of tabletop roleplaying games. Indeed, I suspect there is probably even more nostalgia for old video and computer games, if only because of their greater popularity and reach. In recent years, quite a few publishers have made their older games available once again, after making small updates so that they'll run on modern hardware. That's when the idea struck me: why don't I play one of those older games – go right back to "the source," so to speak? Surely that would help me over my feeling of letdown after completing Legend of Grimrock.

So, I picked up a copy of Pool of Radiance, a computer game for which I have fond memories. Not only was this the first computer game to make use of the Dungeons & Dragons rules, it came out during my time away at college. I never owned the game myself – I didn't yet have a computer, this being 1988 – but a friend of mine did. He kindly let me play it when he was in class and I recall enjoying myself. I never completed the game, so buying it now would give me the opportunity to do so, albeit thirty-six years after the fact.

Regrettably, it looks like I'll probably never finish Pool of Radiance.

The truth is that, for me, the game is too old, both in terms of its content and presentation, for me to enjoy. I suspected this might be the case, since, when I wrote my Retrospective piece back in October 2022, I had the chance to look at lots of screenshots and even the original manual. They reminded me that just how primitive the game is. Now, as an enjoyer of OD&D, there's nothing inherently wrong with primitive and, in fact, there can often be something very enjoyable about it. When it comes to technology, though, the matter is a bit more complicated, since it can be difficult to unlearn what you have already learned.

In the case of Pool of Radiance, its user interface is awkward and clunky, designed for use with computer hardware that no longer exists. Likewise, the graphics are often difficult to read/recognize on a modern computer monitor. That made doing almost anything in the game slow and unintuitive, thereby detracting from my enjoyment. Further, the game design is very tedious and grindy – almost as if the stereotype of old school tabletop RPGs were true! Rather than challenging my wits, the game challenged my patience and I soon found I was unable to play it with any pleasure.

It's a great shame, because I was looking forward to playing Pool of Radiance to its conclusion, after all these years. I wonder if the problems are really with the game itself or with me. It may simply be the case that I've grown so accustomed to the way modern games work that I can't get myself back into the headspace to appreciate older ones. If so, that makes me wonder if something similar might be going on with people who claim they can no longer play older tabletop RPGs. Is this a case where "technology," broadly defined, so alters our mental frames that it inhibits or even impedes our ability to make use of earlier versions of itself? I don't know if this is true, but it's a fascinating thought.

Regardless, I still don't have a good replacement for Legend of Grimrock. Any suggestions?

Wednesday, June 14, 2023

Retrospective: The Throne of Bloodstone

While I unqualifiedly count myself as a fan of the articles Ed Greenwood wrote about his home campaign, the Forgotten Realms, in the pages of Dragon, my feelings about TSR's version of it are decidedly more mixed. For the most part, the original boxed campaign setting developed by Jeff Grubb and published in 1987 is quite good, retaining most of the elements that, I think, made the Realms unique, or at least distinct from previous TSR AD&D settings, like The World of Greyhawk or Krynn. However, a lot of the products later released under the Forgotten Realms banner did not, in my opinion, jibe well with Greenwood's vision for his setting, no doubt because TSR saw the Realms as a "kitchen sink" setting where anything that was possible under the AD&D could be found somewhere. 

This desire to reshape the Forgotten Realms into something more generic (or perhaps utilitarian) was obvious from the very beginning, even in the '87 boxed set. In his introduction from that set, Jeff Grubb points out the various ways Greenwood's Realms were changed to accommodate the ideas of others, such as the fact that "the land that is now Vaasa and Damara was only recently (in game design terms) covered by an unnatural glacier." Vaasa and Damara, you may recall, made their first appearance before the publication of the Forgotten Realms boxed set, in 1985's Bloodstone Pass. That module, written by Douglas Niles and Michael Dobson, was itself intended to support the Battle System miniatures rules, as were its two immediate sequels, The Mines of Bloodstone (1986) and The Bloodstone Wars (1987). 

By design, the setting presented in Bloodstone Pass is vanilla fantasy that could easily be dropped into any campaign setting. That's not a criticism and, from a sales point of view, was probably a point in its favor, broadening its pool of potential customers. With the publication of the Forgotten Realms in 1987, though, TSR found a way to cram a lot of stuff into it, in the process diluting its uniqueness. That's why the campaign box set pushes back the Great Glacier and plops Vaasa and Damara into the ice-free real estate so revealed. This change struck me then, as it does now, as utterly unnecessary, since there was nothing about the Bloodstone Lands that felt as if they could be part of the Realms. But commerce pays no heed to esthetics and I doubt anyone at TSR at the time worried about such trivial concerns.

Which brings us to the fourth and final module in the H-series: The Throne of Bloodstone. Written, like all its predecessors, by Niles and Dobson, and published in 1988, module H4 was, then and now, notorious among AD&D fans, for its stated level range – 18–100. You read that correctly; this adventure was explicitly presented as a challenge for 100th-level characters. There are even sample characters of this level provided at the end of the book, in addition to a few pages of advice to the Dungeon Master on running characters of such stratospheric levels of experience.

Why, you might ask, did the module do this? What sort of challenge could possibly justify the need for such potent characters? To start, the characters are tasked with defeating the Witch-King Zhengyi of Vaasa, a 30th-level magic-using lich who, it is revealed, is a devotee of the demon lord Orcus. In the course of this task, the characters discover a gate that leads to the Abyss, the outer planar home not only of the Lord of the Undead but of all the demon lords and princes. Traveling there to do battle with the forces of Chaotic Evil might well be a task worthy of 100th-level characters, but why go there at all, especially if the threat of Zhengyi were already eliminated?

That's where Throne of Bloodstone takes a very odd turn. Not long after discovering the gate, "a short, stocky little man with huge angel's wings wearing white robes" appears. Did I mention he also "calmly puffs on a cigar?" This is St. Sollars, a minor deity introduced all the way back in Bloodstone Pass. He speaks to the characters – in a strange Bugs Bunny-style Brooklyn accent – and explains that "the big boss, ol' Bahamut, don't much like Orcus," whom he calls "the meanest dude this side o' the Pecos." The Platinum Dragon would like the characters to help him deal with Orcus by "corral[ing] that big skull stick o' his," which is to say, he wants them to steal the wand of Orcus. 

The whole thing is beyond bizarre – especially St. Sollars, who feels like he's walked in from a completely different roleplaying game (or maybe Dave Trampier's Wormy). I honestly have no idea how to take all of this. Is it meant tongue in cheek, a kind of verbal winking at the players and the DM, since the very idea of 100th-level adventure is already somewhat absurd? Is this some sort of cryptic allusion that simply escapes me? I just don't know, but then my sense of humor is notoriously lacking. Whatever it means, the task St. Sollars offers the characters sets up the remainder of the module, which is vast in its scope.

The characters pass through the gate and arrive in Pazunia, the first layer of the Abyss. From there, they must make their way – somehow – to the layer ruled by Orcus. Doing so is, naturally, a very dangerous endeavor, since they must pass through many, many other layers to reach their final destination. The result is a kind of tour of the Abyss, with stops at the realms of Demogorgon, Yeenoghu, Lolth, Juiblex, Baphomet, Graz'zt, and so many more. What's interesting is that, while the characters can do battle with many of these fiendish AD&D luminaries, they can also parley with some of them, perhaps even ally with them, since they, too, have bones to pick with Orcus. 

As I said, Throne of Bloodstone is vast in scope. The characters, even 100th-level ones, could spend an immense amount of time traveling, exploring, fighting, and negotiating on the various levels of the Abyss that are lightly detailed in this module. It's practically a campaign in itself – and it all happens before the characters even reach the plane of Orcus. Once there, the challenges are immense, with undead beings everywhere, in addition to the requisite demons and, of course, Orcus himself. It's genuinely awe-inspiring, the kind of thing that many an AD&D no doubt dreamed of one day doing with his high-level character. 

The problems with Throne of Bloodstone are many, starting most obviously with whether it's even possible to run a game at this level. I'm not saying it isn't, only that I do not know and I suspect that neither do Douglas Niles or Michael Dobson – or indeed anyone else. That's one of the other problems: was this ever playtested? Does that even matter? Sometimes, the strength of a module's ideas are what matter and there's certainly a lot of interesting, or at least inspiring, ideas in this one. Of course, most of those ideas are barely detailed. Throne of Bloodstone is more of a sketch of a lengthy, high-level mini-campaign than an adventure module in the traditional sense.

That's why it's well nigh impossible to judge this thing. I have never played it and, for years, I scoffed at it, citing it as an example of just how much AD&D had lost its way by the late '80s. Nowadays, I am not so sure. Throne of Bloodstone is such a strange, wonderful, contradictory mess. Everything about it, from its premise to its contents is, on first blush, quite laughable and yet, having re-read it in preparation for this post, I can't simply dismiss it out of hand. Certainly, it'd require a lot work on the part of the DM to use effectively and, even then, I am not sure it could ever work in practice as well as I imagine it could – but it might be worth a try ... ?

Wednesday, October 19, 2022

Retrospective: Pool of Radiance

My late childhood and early teen years coincided not just with the ascent of fantasy and science fiction in popular media but with the (likely related) ascents of RPGs and video/computer games. By the time I first encountered roleplaying games, there were already serious efforts to combine these two hobbies – and my friends and I were very interested in seeing what they had to offer. That's why we greedily snapped up Wizardry and Telengard and Adventure and many more, all of which we enjoyed but none of which fulfilled our dreams of an electronic entertainment that truly brought the fun of a fantasy RPG to a console or desktop.

There were many reasons why we felt this way, most of them related to the technical limitations of computers in the early to mid-1980s. Another reason was that none of the computer or video games at the time made use of a rules system as complex as that of most pen-and-paper RPGs, which had a negative impact on their depth of play. Wizardry was a solid step in this direction, which is why I loved it, but it was still sufficiently primitive in the scope of its rules that it couldn't hold a candle to Dungeons & Dragons or any other tabletop roleplaying game.

This largely remained the state of affairs until the late 1980s, when advances in both computer technology and program design saw the rise of increasingly sophisticated offerings. By this time, I was away at college and, while I didn't have a desktop computer of my own, many of my friends did so. It was through one of them that, in the Fall of 1988, I was first laid eyes on Pool of Radiance. Produced by Strategic Simulations, Inc. (SSI), Pool of Radiance was the first official Advanced Dungeons & Dragons computer game. Unlike the AD&D-branded Intellivision games of earlier in the decade, this one made use of the actual AD&D rules available at the time. This was a huge selling point to me, since all previous fantasy computer games used their own rules systems, which, as I noted above, were much less robust. 

The other thing that caught my attention was that Pool of Radiance was not a generic fantasy game. Instead, it made use of the then-new official AD&D setting of the Forgotten Realms. I'd been a fan of the Realms since I first encountered Ed Greenwood's articles in the pages of Dragon, so the use of the setting in Pool of Radiance was also a point in its favor. Further, the overall scenario of the game was designed not by the staff of SSI but by a team of RPG designers working at TSR, among them James Ward, David Cook, and Steve Winter. TSR fanboy that I was, this last fact assured me that, with Pool of Radiance, we were finally getting the goods: an honest to Crom digital adaptation of Dungeons & Dragons rather than a knock-off.

As one might expect, the centerpiece of Pool of Radiance was its character generator. The player is given the ability to generate up to six characters for use as his party of adventurers in the game. Ability scores are generated randomly, though the player possesses some capacity to alter them according to his preferences. Characters can belong to any of six races (human, dwarf, elf, gnome, half-elf, and halfling) and any of four classes (cleric, fighter, magic-user, thief, with demihumans given the opportunity to multiclass). Though representing only a portion of AD&D's full possibilities – there are no sub-classes or half-orcs, for instance – everything included in Pool of Radiance works the way it ought to in the tabletop version of the game. This was not a version of the game simplified for computers but the Real Deal™.

The game assumes the characters have come to the city of New Phlan and entered into the service of its council to reclaim the Old City, which has fallen into ruin and is now inhabited by a variety of monsters and evil humanoids. As the characters venture into these ruins, they gain experience and treasure, which enables them to explore ever more dangerous – and lucrative – areas. In time, they become sufficiently powerful and accomplished to move beyond Phlan and explore other locales that likewise would benefit from their presence. In short, Pool of Radiance is a good translation of the structure of most D&D campaigns into computerized form. 

The game's scenario is not groundbreaking or revolutionary in any real way, but it is nonetheless quite enjoyable, precisely because it is so similar to many people's experiences of playing AD&D. This similarity is buttressed by the inclusion of myriads of little rules and game elements, like saving throws, spell selection, magic items, and even demihuman level limits. To play Pool of Radiance is to play AD&D, albeit one that lacks the social interactivity that is, in my opinion, the foundation of why roleplaying is such a fun hobby. Even so, the game had a lot to offer and my friends and I spent far more time playing it than we probably ought to have.

In the decades since its release, computer RPGs have become vastly more sophisticated and immersive than was Pool of Radiance. Everything from their graphics, scenario design, and rules implementation have advanced by leaps and bounds, strengthened by improvements in technology and years of experience. Because of this, I doubt I could go back and play Pool of Radiance (or any of the many SSI AD&D computer games that followed in its wake) with any enjoyment. Yet, there's no question that this game was an important milestone in the development of the CRPG genre and for introducing a wider audience to Dungeons & Dragons – quite the legacy, if you ask me.

Wednesday, October 5, 2022

Retrospective: The Northern Reaches

I mentioned, in last week's retrospective on The Grand Duchy of Karameikos, that I didn't own many modules in the D&D Gazetteer line, in part because of my disappointment with its inaugural release. Despite this, I did own the seventh in the series, The Northern Reaches, released in 1988 and written by Ken Rolston and Liz Danforth – and, to this day, I consider it one of the most interesting things ever published for the D&D game line. 

Like all the other entries in the Gazetteer line, The Northern Reaches is, first and foremost, a detailed examination of one of the regions of the Known World setting (soon to be known as Mystara). In this case, the region in question covers three realms, namely Ostland, Vestland, and the Soderfjord Jarldoms, all of whom share a culture that resembles that of the Norse peoples of medieval Europe. However, The Northern Reaches is more than that. In presenting these three nations, including their histories, societies, and major NPCs, the module also presents several new optional rules for use with D&D and it's these rules that, in my opinion, make the module so fascinating.

Co-author Ken Rolston was already a veteran RPG writer by the time this book appeared (as was Liz Danforth). Among the many games on which he worked was Chaosium's RuneQuest, for which he'd eventually serve as developer during the all-too-brief "RuneQuest renaissance" of the early 1990s. I mention this because, in my opinion, Rolston brings to bear many of the skills he no doubt learned working on the mythical world of Glorantha. The Northern Reaches is a remarkable product that takes inspiration from a real world historical culture to present a fantastical version of the same, without forgetting that this is a module for Dungeons & Dragons and should, therefore, be both accessible and fun. 

By and large, Rolston and Danforth succeed admirably in this. One of the ways they do so is through the use of four different NPCs whose viewpoints on various matters of interest can be found throughout the 32-page Players Book, which, along with the 64-page DM Book, makes up the product. These NPCs – three humans and dwarf – all have unique voices and areas of expertise. Consequently, when they describe aspects of the Northern Reaches, they do so with varying degrees of bias. While this means not everything they say is wholly reliable, it also gives players and DM alike a sense of how the people in this region view the world. It's also a terrific guide for playing Northmen either as player or non-player characters. 

The DM Book, though larger, is the least interesting of the two. This book is written in a matter-of-fact way, presenting the history, geography, society, and current events of each of the three realms, with emphasis placed on those that are most useful for adventuring in them. We also learn about the unique nature of certain nonhuman races here, such as the dwarves and trolls, which are based a bit more on their Norse mythological equivalents (though not too much, lest this run counter to the expectations of standard D&D). There are also extensive treatments of the major personalities of the three realms, in addition to multiple adventure ideas and campaign outlines. Interestingly, there are also brief guidelines for converting the module to AD&D and even making use of the material in campaigns set in either Greyhawk or the Forgotten Realms. 

The Players Book presents the three realms of Ostland, Vestland, and the Soderfjord Jarldoms as potential homelands for player characters. To that end, there is a section devoted to generating Northmen, starting with an optional personality traits system that's more or less identical to the one in Pendragon, albeit with slightly different sets of opposing traits (no "Chaste/Lustful," for example – this is a family-friendly game product!). There are also optional systems for determining a character's reputation, background, family status, past experiences, skills, and more. None of these systems is mechanically complex, but they're all sufficiently flavorful that I think they'd go some way toward marking a character from the Northern Reaches as distinctive.

There's also a section on the godar, as clerics are known in this region of the Known World. These Norse priests have different abilities and obligations based on the deity – I mean, immortal – they serve. These immortals should be familiar to anyone with knowledge of our world's Norse mythology. Odin, Thor, and Loki are all here, along with several others. Runes and rune magic also get their own treatments here. Again, the new systems associated with these things are fairly simple and don't deviate much from standard D&D, but they do so just enough that the end result is something flavorful and fun.

I'd be exaggerating if I called The North Reaches revolutionary or even groundbreaking. In many ways, it's a fairly ordinary transposition of the historical Norse to a fantasy setting, with almost no changes to differentiate them from their inspirations. Yet, in the context of late 1980s Dungeons & Dragons, that's more than enough to mark it as worthy of praise. That Rolston and Danforth do so in a way that simultaneously conveys the spirit of its inspirations while never losing sight of its purpose as a D&D supplement sets it apart from many similar products in the history of the hobby. That's probably why, even after all these years, I still retain a great fondness for The Northern Reaches and wish I'd paid more attention to the Gazetteer series at the time.

Monday, October 26, 2020

In Praise of Vanilla

In normal years, Gamehole Con takes place every year in late October/early November in Madison, Wisconsin. At the urging of my friend, Victor Raymond, I first attended the convention in 2017 and greatly enjoyed myself – so much so, in fact, that made a decision to come back every year, if I were able. One of the pleasures of the con is being able to sample all of Wisconsin's glorious dairy delicacies, such as Hook's Cheese and the Chocolate Shoppe's ice cream. One day, a friend was enjoying some of the latter and he commented on how good it was, adding, "People say vanilla ice cream is bland but that's only because they've never had good vanilla."

I thought about this comment the other day after I'd finished refereeing the most recent session of my House of Worms Empire of the Petal Throne campaign. Tékumel has a reputation – largely undeserved in my opinion – of being impenetrable and, therefore, unusable as a fantasy setting by anyone unwilling to devote untold hours to delving into its minutiae. However, I can't deny that it's an acquired taste, which is to say, something that won't be to everyone's liking. If you're not comfortable with a setting that eschews most of the staples of Western medieval fantasy, Tékumel definitely isn't for you (and that's OK).

Yet, for all the flak that Tékumel often catches for being too "weird," there are settings, like the Forgotten Realms, that are criticized from the other side, namely for being too boring. Settings of this sort are often derided as "vanilla fantasy" or some variation thereof. My difficulty in taking such criticisms seriously is that "vanilla fantasy" is a very elastic concept that changes with the user. Some notions of it are narrow and specific, singling out certain elements, such as Tolkien-derived races or fireball-flinging mages, as hallmarks of vanilla. Other notions, meanwhile, are so expansive as to include nearly everything found in Dungeons & Dragons. (In this case, I rather suspect that's the point; some of the most vociferous critics of vanilla fantasy I've ever known were quite down on D&D.)

Speaking only for myself, vanilla fantasy is fantasy that is easily, even intuitively understood by almost anyone with even a passing familiarity with the genre. It's built upon well known and widely shared assumptions, such as the existence of multiple intelligent species who go off on adventures that involve fighting nasty creatures and perhaps even a Dark Lord™. In short, it's the popular conception of the plot of The Lord of the Rings filtered through decades of knock-off novels, movies, and video games. 

I realize this description of vanilla fantasy probably makes it sound awful to many people, but that's not my intention at all. There is great value in something that's immediately understood and requires very little explanation. Truly, that's not nothing. Let's go back to Tékumel. Because there are almost no direct connections to popular fantasy concepts, almost every aspect needs to be explained to newcomers. It's not impossible to do, but it takes time and care. How many people not already versed in the setting know what a Pé Chói or a Shén is? Conversely, how many people know what an elf or a dwarf is? I don't think anyone would disagree that vastly more people know what the latter are and that basic level of understanding makes introducing a neophyte to, say, the World of Greyhawk easier than doing the same for Glorantha, another famously idiosyncratic (and non-vanilla) fantasy setting.

Because their assumptions are readily understood even by newcomers, vanilla settings can often introduce imaginative and distinctive twists on those same assumptions. For example, because everyone more or less knows what an orc is, Hârn can offer up its weird, insect-like version of the same (the Gargun). In a similar vein, the titular Forbidden Lands presents equally unexpected takes on halflings that play with expectations, something that could only be done if there's already a widely accepted baseline understanding. That's one of the real strengths of so-called vanilla fantasy: it's the standard from which all deviations can be measured, even deviations within itself.

Finally, there is such a thing as weirdness fatigue. Settings like Glorantha or Talislanta or, yes, Tékumel can overwhelm one's imagination with so many deviations, changes, and replacements of standard fantasy elements that it can be exhausting. A key to immersion in a fantasy setting is being able to imagine what it would be like to be there oneself. If too many of the setting's elements are utterly unlike our own experience, it can be genuinely hard to enter fully into the setting and enjoy it. Even if immersion isn't one's goal, simply having to ask something like "The Hlutrgú are the amphibian guys, right? Or is that the Ahoggyá?" is a rarer occurrence when one is playing on Oerth. 

None of this is meant as a criticism of exotic, quirky fantasy settings, which I adore. Even more emphatically this post is not intended to praise genuinely banal and unimaginative settings. My purpose is rather to make it clear that vanilla need not be synonymous with boring or hackneyed. Ingenious and engaging vanilla settings abound and the hobby would be poorer without them. Good vanilla can be every bit as tasty as the most rarefied flavors. In our zeal to laud the outré, we would be wise to remember that.

Friday, August 21, 2020

Interview: Jeff Grubb (Part II)

 6. You were in charge of design and development on the original Forgotten Realms boxed set. What was it like to pore over Ed Greenwood's pages of notes and turn them into a publishable product?


I reached out to Ed, who had previously published articles about the Realms in DRAGON magazine. He started mailing me the material from his campaign is massively-over-wrapped packages (there is a thick Canadian cellophane he used that could duplicate window replacements in strength, and my office-mates would hear me spending five minutes just unwrapping them). Soon we worked out a system using the new FedEx, which made things easier, but otherwise we depending on US and Canadian Post, and the border agents.

Ed’s material was extremely verbose – most of the “Elminister’s notes” in the original Grey Box we pulled directly from his notes. He would type single-space, using infinitely thin margins, and occasionally cut out a section and paste it in another place. This was just as desk-top-publishing was getting started, and part of his initial payment for the Realms was a Macintosh with two floppy disk drives. Later we got him a hard-drive as well. All of this was typewritten, and his typewriter was not always the best, so he hand-drew the “t”s on his page after he finished, so it looked like a little graveyard.

For his maps, he hauled them down to the library where he worked and photocopied them in pieces. The original Realms map was 24 8x11 pieces of paper that I had to reassemble. I colored in the coastlines, forests, and major trade routes with high-lighters and hung in on the wall outside my office. Alex Kammer of GameHole Con has that version now.

7. A number of changes were made both to the map and content of the Forgotten Realms, such as the enlargement of the Moonshae Isles and the inclusion of Vaasa and Damara. Was the decision to do that yours or was suggested by others at TSR? 

Back at the time, we had a number of projects already published or en route while we worked on the FR Grey Box. We wanted the Realms to be a place where you could put just about everything, and I made it a goal to show how we could do it. We changed the maps accordingly. The H-Series had two products out, and we drained part of the Great Glacier for Vaasa and Damara. Doug Niles had a half-written novel for a cancelled project, so we adopted it for the first Realms novel. The Desert of Desolation series found a home after being orphaned for a while, and also Under Illefarn, which made it into the Realms. Oh, and Ten Towns was in the far Northwest, because most of the northern border had other people working in it. For the first couple years, I had the various areas marked as one person or another working in it, and if you went there, you should double-check. Ed, of course, had dibs on the Dales, Cormyr, and Waterdeep.

8. Of course, you're probably most well known for having designed both editions of the Marvel Super Heroes RPG for TSR. How did you land that particular job?

This one has three origin stories:

In college, we had wrapped up a major D&D quest, and rather than starting a new campaign in Toril (the name of my campaign), I suggested a superhero game. From there we started playing with “the Junior Achievers”, the JA branch of the Avengers (the was before the West Coast Avengers and other subsidiary teams). The players were characters like The Beacon, Big Man on Campus, and Super-Pin, the Pro-Bowler of Steel. They fought crime in West Lafayette, Indiana, usually battling against some Marvel Villain on the lam from NYC. I called it Project: Marvel Comics.

When I got to TSR, management asked for “Blue Sky Projects” that we would like to work on. I presented the idea for a very grimdark cyberpunk settings (some parts of that got in the FREELancers setting for Top Secret SI). The proposal may have frightened people, because they came back and said, “What else you got?” And I had Project: Marvel Comics from my college years.

It still may not have happened as a game, but in the GenCon booklet for that year, Mayfair Games announced THEY were doing a Marvel Super Heroes game. Our people saw that and contacted Marvel, who said, no, there was no deal, but was TSR interested? And that is how we got the license. It was great working with Marvel. Mayfair turned around and got the DC license, and also did a Marvel Super Heroes calendar, which reprinted the text from a calendar 11 years previously (which is why the text on the calendar has so many Dick Nixon jokes).

9. How much did Marvel assist you in the creating and supporting the game? Obviously, they provided lots of art resources, but did they offer any other assistance?

Marvel was incredibly supportive both from a standpoint of approvals and getting us art. They had a warehouse across the river with all of the original art, and every month or so, they would send someone over to get us photostats of what we needed. We also got original art by John Byrne for some of our modules. On the back of one page, he sketched out alternate TSR Logos. I don't have that piece, alas.

Marvel was very accommodating about letting us know what they had in the works as well, trusting we would not spill the beans. And they double-checked everything - there was an issue of Marvel Age, their fan magazine, in which they mentioned an editor looking for the Russian translation of "Crimson Dynamo" for us.

One interesting thing: we did the Gamer's Handbook of the Marvel Universe (we called them the phone books, since they were the same size as the Lake Geneva Yellow Pages), with the idea we could just get all their text off their computers. As it turned out, none of the text from the original Official Handbooks of the Marvel Universe had been saved, so we input all the text, then shared the files back to Marvel.

10. Is there a product or products for Marvel Super Heroes that you're particularly proud of?

I hate choosing a favorite child, but I really liked how Murderworld! turned out - pitting Arcade versus the Fantastic Four. I always likes Arcade as a baddie: "Instant androids, Love 'em!"

11. The last time we chatted, you were employed by Amazon Game Studio as Senior Narrative Designer. What does that job entail and are you working on any projects you can share with us? 

I have been the Senior Narrative Designer on the recently-released Crucible project. In that role, I have overseen the text and voice-over for the game. I have to write, or at least review, all the words on the screen and the characters speak. I have been aided by our other talented narrative designers, and together we create a backstory for the world and the personal history of the hunters you play. We help select the voices you hear and oversee the recording. I am still world-building, but now it on a much bigger screen.

12. Do you still play RPGs these days and, if so, which ones?

I am still playing twice a week (now over Discord as we are all living in solitude), and have a band of usual suspects. We usually run Call of Cthulhu with a rotating Keeper – right now I am running Masks of Nyarlathotepand they just finished the Nairobi chapter. Veteran editor Steve Winter, who worked on MSH with me all those years ago, runs a D&D 5E game of Forbidden Caverns of Archaia on Monday nights. I still read RPGs voraciously, and have had the chance to learn Blades in the Dark from a co-worker at Amazon.

Sunday, November 18, 2012

All This ... And Faerûnian Lingerie Too

Given my own feelings regarding Dragonlance, it's difficult for me to begrudge anyone who doesn't have much love for the Forgotten Realms. As an official D&D campaign setting, it's been frightfully overexposed since the appearance of its first -- and greatest -- boxed set in 1987. Then there are the novels, many of which are risible even given the rather low bar set by "gaming fiction." So, believe me, I get the dislike, even if I don't share it.

One of the reasons I don't share it is that I was a fan of the Realms (and of Ed Greenwood) for years before TSR decided to canonize the setting. One of the first issues of Dragon I remember buying was issue #62 (June 1982), which included the article "Pages from the Mages." The article caught me completely off-guard, since all it purported to do was describe four famous spellbooks, only one of which (as I recall -- correct me if I'm mistaken) contained unique spells. Yet, Greenwood made these spellbooks interesting by wrapping them in the history and lore of the Forgotten Realms. He showed that you didn't need to make a magical item more powerful mechanically to make it compelling. Instead, you needed to give it a sense of connectedness to the wider world -- one of many lessons he taught me over the years.

It's that sense of connectedness that (for me anyway) has distinguished Greenwood's own Realms work from those of most other writers who've attempted to follow in his wake. It's also why I quite happily picked up my fourth WotC-published book of the year, the unwieldily named Ed Greenwood Presents Elminster's Forgotten Realms. This 192-page hardcover volume is a system-less "peek at the beating heart of the Realms, at what makes it work and seem alive." In practical terms, it's a collection of notes, musings, and memories written by Greenwood, in which he talks about whatever topics most interest him, including, yes, the lingerie of Faerûn (albeit very briefly).

This is a book of pure "fluff," to use the unhappy term in vogue in some quarters, but it's delightfully fun fluff that rather nicely showcases the wild imagination of Greenwood himself. This is, in many ways, one of the most Greenwoodian of all Realms books, since it doesn't need to concern itself with presenting a ready-made adventure or a new spell or monster. Instead, it can focus on all those details, big and small, that Greenwood found himself wanting to talk about. And I can say, as someone who's played in a few scenarios refereed by Ed, that the book does a very good job of bringing the Realms to life in a way that's reflective of the way he runs his sessions. This is "Ed Greenwood Unplugged."

In keeping with that, the book includes scans of Greenwood's original maps and typewritten notes from the old days, along with sidebar commentaries from him in which he reminisces about his home campaign. It's exactly the kind of thing so many of us wish we'd gotten from Gary or Dave -- a look "behind the curtain" of one of the great roleplaying game campaign settings. Whether one likes the Realms or not, it ought to be clear to anyone reading this book that the Forgotten Realms is the fruit of actual play and the product of a quirky, far-ranging creativity. Kudos to WotC for publishing and to Ed for having written it.

Comments on this post can be made here.

Tuesday, December 6, 2011

The Articles of Dragon: "Seven Swords"

Like his "Pages from the Mages," Ed Greenwood's "Seven Swords" from issue #74 of Dragon (June 1983) is an article I remember reading for the first time very vividly. Not only was I keen for more information about Greenwood's then-mysterious Forgotten Realms setting, but I had come recognize the man as one of the more clever and imaginative writers to appear in Dragon's pages. A big part of Greenwood's appeal is the way that he could make something as seemingly banal as sword +1 and make it interesting -- and he did it without having to introduce a host of new powers or abilities into the game.

What "Seven Swords" does is present seven different magical weapons, none of which is more potent than a sword +3. Each of these swords gets an extensive description of both its physical and magical properties. Amusingly, it's often the physical description that really sets these swords apart from the pack. Whether it's the huge cabochon-cut black sapphire in the grip of Adjatha, the six matched bloodstones set in the bronze blade of Ilbratha, or the rearing serpents who make the guard of Shazzellim, Greenwood makes each of these weapons unique in appearance as well as abilities. This is a small detail that many referees overlook, concentrating instead on game mechanical effects. Greenwood doesn't skimp on these either, but they're only one facet of what makes the titular swords special.

Each weapon also includes a "lore" section, detailing the history of the blade, from its forging to the present day. It's this section that I really ate up as a younger man. Re-reading them in preparation for this post, I can completely understand why that was the case. The lore Greenwood presents isn't extensive -- no more than four or five short paragraphs in most cases -- but it's evocative. It's suggestive of adventures and, better still, it gives even a lowly sword +1 an air of antiquity and individuality that makes it a weapon worth holding on to even when better weapons come along. That was probably the biggest lesson "Seven Swords" taught me: game mechanics aren't always what make a magic item special. It's a lesson I've kept with me all these years and one I'd like to see adopted more broadly.

Saturday, August 20, 2011

OSRCon Memento

While I have little doubt that this will horrify some people, here's a scan of a calling card Ed Greenwood was giving out to everyone at OSRCon:
I have to admit I found it very amusing.

Thursday, August 18, 2011

OSRCon Thoughts (Part IV)

On the evening of the second day, I had the opportunity to play in an AD&D game run by Ed Greenwood and set in his Forgotten Realms campaign. It has literally been more than a decade since I last played any sort of AD&D, but that didn't make a difference. For one thing, all forms of TSR D&D are close enough mechanically that, if you know how to play one, you know how to play them. For another, Ed plays a fairly "fast and loose" game, where game mechanics are secondary other concerns (about which I'll say more shortly). In this respect, I found myself reminded of the stories of how M.A.R. Barker runs his Tékumel campaign, an analogy that I think is quite apt, given that Greenwood, like Barker, has been imagining his fantasy world most of his life. For both of them, it's the world and its contents that are important, not the rules used to simulate them.
Before we began, Ed had two rules for us. First was a purely practical one: don't split the party. Second: anything that came out of our mouths came out of our character's mouths, unless it was something obviously rule-related, like "I rolled 15." These rules were fine by me, even the second one, which had the effect of both limiting unnecessary chatter and ensuring that everyone involved made at least a minimal effort to roleplay. I've never seen the need to adopt anything like Ed's second rule and my experiences refereeing Dwimmermount at OSRCon only confirmed me in that opinion, but I don't begrudge him the rule. I'm sure it's one that arose after many years of running con adventures.

As I said above, the game used AD&D, ostensibly its second edition. Truth be told, it was difficult to tell that it wasn't first edition, since Ed didn't use non-weapon proficiencies, which is, for me, one of the signature differences between the two editions. I played a cleric -- I'm sorry, priest -- of the goddess Tymora named Tashram and, while some of his spells were ones I'd never encountered in 1e, I found the experience indistinguishable from playing a cleric in the old days. That said, Ed uses the rules very loosely, mostly for the adjudication of combat and spellcasting and, even then, he seemed to do so mostly as a spur to his imagination. Again, I found myself thinking of Professor Barker and the descriptions of how he referees Tékumel using only percentile dice.

The specifics of the scenario we were playing are, frankly, unimportant, since, as an adventure written for a con, it was something of a "funhouse dungeon." The PCs were tasked with finding someone who'd fled through a series of "hop-gates" that were hidden and whose locations we could identify with a magic ring that glowed bright when we were near one. Thus, our party went from one place to the next, each place presenting a new and sometimes bizarre challenge intended to slow us down or kill us, thereby preventing our finding our quarry. The challenges were fun and many were very odd indeed, reminding me very much of the dungeons I created and played through in my younger days. I'm sure the convention format had something to do with this, but I also got the sense that Ed enjoys watching the players attempt to puzzle their way through his tricks and traps, so perhaps it was all reflective of his overall refereeing style.
Which reminds me: Ed is an absolutely enthralling referee. He's also a shameless ham. Every single NPC we encountered was played to the hilt, funny voices and all, and you can tell that Ed was having a blast doing so. Of course, his theatrics were delaying our progress, which, I suspect, was part of the point, since there was a time limit on our activities, both in real life and in the game. But there were plenty of times where everyone at the table was having so much fun interacting with one of the NPCs that we forgot about the time and just enjoyed ourselves. I can only imagine what it must be like to have Ed refereeing an entire campaign.

My fellow players were much fun, too, with some of them following Ed's lead and adopting funny voices and mannerisms. There's no question it was goofy, but it was also entertaining, so entertaining, in fact, that we soon attracted a crowd of onlookers watching us play. I remember as a kid visiting the back rooms of game stores where RPG sessions were being held and doing just the same, watching these older guys sit around a table and speak in character as they explored some fiendish underworld. It's not for everyone, I'll readily admit, but there's no question that it has a long pedigree in our hobby. We had so much fun that I think we dawdled a bit and so we reached the conclusion of the adventure rather late, resulting in a less than satisfactory conclusion to it, a fact Ed noted to me afterwards.

Looking back on the session now, one things really sticks with me. Though Ed was clearly more interested in characterization than many old school referees, he was nevertheless very keen to use player skill as the deciding factor in most instances. He didn't call for dice rolls a lot and, when he did, they were for things like saving throws or weapon damage. When we encountered a trap or a puzzle, we had to work them it for ourselves; we couldn't just "make a Spot check at DC 15" to find what we needed. The longer I am involved in old school gaming, the more convinced I am that that is the crux of the difference between older games and newer ones. For all the ways that Ed's refereeing might cause some grognards' skin to crawl, he is nevertheless, fundamentally, "one of us." He clearly gets that rolling dice should never be a substitute for individual cleverness and creative thinking. I had great fun playing in his adventure and would very happily do so again. I don't doubt that all the other players who sat around that table with me for four hours last weekend feel exactly the same.