Last night, a friend shared with me his "rebuttal" to my recent assertion that Traveller was "obviously" the best science fiction roleplaying game.
I should add that, despite my devotion to Traveller — and, of course, Thousand Suns — I actually have genuine affection for Universe and would happily play in a game using its rules. It's an odd game, to be sure, but, much like its sibling, DragonQuest, it's got some interesting ideas buried within its complex rules, hence my continued fascination with it after all these years.Friday, July 25, 2025
Thursday, July 10, 2025
The Shape of the Heavens
Sing, Muse, of the noble dodecahedron, twelve-faced and true,
So oft neglected in the clattering chorus of polyhedral dice!
Raise now a hymn to the least loved of gaming’s solids.
Pity the poor d12! Always the bridesmaid, never the bride. The d20, that lumbering golf ball of chance, sees far more use, while even the d4, a caltrop in disguise, is remembered (if only by the soles of our feet). But the d12? Forgotten. Neglected. Dare I say underappreciated?
Yet, what a die it is! Twelve equal pentagonal faces, each meeting at broad angles. Indeed, the dodecahedron is the shape Plato associated with the heavens themselves, the cosmos rendered in acrylic or resin. According to some ancient sources, the gods used d12s when rolling for Fate. Who needs the Pythia when you’ve got precision-milled polyhedra?
Physically, the d12 may be the most satisfying die to hold. Substantial without being bulky. Perfectly symmetrical. It rolls with purpose. It doesn’t skitter like a d4 or overdo it like percentiles. The d12 knows what it’s about. It rolls once and rolls well. There’s something reassuring in that.
But what is it usually asked to do? Calculate long sword damage against large opponents. Serve as the hit die for the barbarian. It's the gaming equivalent of being called in to move a couch. Even the d10, that irregularly-shaped interloper, has muscled its way to the top of the pile, if only for percentile rolls. The d12? Banished to the edge of the table, like some exiled aristocrat.
I've done my part to rectify this injustice in Thousand Suns, where the d12 takes its rightful place at the center of the action. Why? Because it deserved better. Because it felt right. Because when I picture futuristic exploits in a sprawling interstellar empire, I don’t want to roll a pyramid or a cube. I want a Platonic solid whose geometry is touched by the divine. I want the Golden Ratio embedded in plastic.
Tuesday, June 24, 2025
The Petal Throne Has Thorns
Recently, I sent a message to the players on our House of Worms campaign Discord server. It was, in essence, a warning.
This is not meant to frighten anyone.
Now that I've succeeded in frightening everyone, here it is: From this point on in the campaign, the gloves are off.
By that I mean, we're nearing the End and that means anything can happen, including characters dying. Obviously, there are means to bring them back cough, *cough, cough Aíthfo* but there's no guarantee of that, especially given how things are going. I bring this up only because I'm committed to the campaign's conclusion being a tense and uncertain one in every way. Though I've never held back in letting the dice fall where they may *cough, cough, Aíthfo*, things may nevertheless get even nastier than they ever have before and I feel an obligation to remind everyone that no one has Plot Armor.
Have a nice day. 😊
It’s a bit tongue-in-cheek, but the underlying message is serious: after more than a decade of weekly play, the House of Worms campaign is approaching its conclusion. The characters, most of whom have been in play for years, are not guaranteed a happy ending, let alone a heroic one. They can fail. They can die. They might even die pointlessly, offhandedly, from a bad roll at the wrong moment.
That’s all par for the course in a proper old school RPG campaign, of course, but I felt compelled to remind the players. As I’ve likely said many times over the years, House of Worms is light on dice rolls outside of combat and combat itself is rare outside the underworld. Most sessions consist almost entirely of roleplaying in one form or another and the players are very good at it. More often than not, they resolve their problems through conversation, manipulation, and clever schemes rather than through swordplay or spellcraft. Much as I love that – and I do, given my longstanding dislike of combat – I sometimes worry it’s made them a little too comfortable. A little too safe.
From what I read online and have sometimes even observed "in the wild," there's a tacit expectation in a lot of contemporary gaming circles that player characters are protagonists will, therefore, reach the end of a campaign. They might suffer, they might be scarred, but they'll get there. There's an implicit contract between referee and player that, so long as you show up and play your character, you'll at least survive to the final scene. Old school play usually doesn't work out that way and, at least in my interpretation of it, Tékumel especially doesn’t work that way.
Tékumel is a setting where the gods are real, inscrutable, and often indifferent. It's a place of Byzantine scheming, hidden pacts, and ancient horrors. A misplaced word or an ill-advised alliance can unravel everything you've worked toward – and that’s glorious. As I conceive it, a Tékumel campaign should end the way it began: full of mystery, danger, and unpredictability. There's n script; there’s no "true ending." There's only what the players do and what the dice say about it.
I've always tried to referee the House of Worms campaign in a way that respects the players' choices – as well as the consequences of those choices. That doesn’t mean I'm out to kill their characters for shock value or for sport. However, it does mean that no character is safe just because they’re "important." If anything, being important only puts a larger target on a character's back. Indeed, that's been the pattern of this campaign since its inception in March 2015: each time the characters succeed, there's been an escalation in the stakes and the strength of the opposition. Where once they contended with local matters of small moment, now they're at the very heart of an imperial succession crisis, one that involves not just earthly power politics but the machinations of gods and demons.
In playing House of Worms, what I’ve come to appreciate most about it and, by extension old school RPG campaigns more generally, is their fragility. There’s no safety net, no rewind button. The stakes are real and when the players realize that, when they know the character they've played for literally years could disappear into the void at any moment, the impact on play is considerable. That’s when the game transcends mere mechanics and becomes something else: a shared experience of genuine risk and reward.
So yes, the gloves are off, but they were never really on to begin with.
Thursday, June 19, 2025
Dragonlance at the End of the World
Friday, January 31, 2025
42nd-Level Demigod
When I was in the seventh grade, I won first prize at my school's science fair and so was sent, along with a classmate, who'd won second prize, to compete in the state science fair. I was understandably very excited about this, but also a bit nervous, too. I thought my project – a Newton car – good. However, I didn't think it stood much of a chance of winning an award at the state level. I wasn't completely right about that. I won an honorable mention, which is only a couple of steps up from a participation trophy, or so I thought at the time. Meanwhile, my classmate, who was also my best friend, won an actual award. I was happy for him, of course, but also a bit jealous.
During the state science fair, my classmate and I spent most of our time in a large auditorium, waiting with our projects so that we could talk to the judges that roamed the place throughout the day. For reasons I've never understood, he and I were not placed near one another, so we couldn't talk. Fortunately, I'd brought some books to read while I waited, one of them being the AD&D Monster Manual. I spent much of my time perusing its pages to pass the time, as there were often large gaps between when I spoke to one judge and when I'd speak to the next one.
The kid whose science project was next to mine – it had something to do with plants and photosynthesis, the details of which elude me – took notice of my Monster Manual and recognized it. Turns out he was also a Dungeons & Dragons player. This perked me up quite a bit, since, if I couldn't talk to my friend and classmate about D&D, at least I could talk to someone about my favorite pastime. I sometimes look back with envy with how easily my younger self could carry on enthusiastic conversations with total strangers simply on the thin basis of a shared interest. Nowadays, I can scarcely imagine doing such a thing.
During the course of the conversation, this kid let slip that his current character was "a 42nd-level demigod." I asked him to explain what he meant by that. He then launched into a lengthy accounting of the events of his campaign, in which his character had done all manner of over-the-top things, including slaying a significant number of the deities in Deities & Demigods. His character, as a consequence, had risen not only to the lofty level of 42, but had also stolen a portion of his vanquished foes' divine power and ascended to the level of demigod, gaining the standard divine abilities listed in that book (among other things, like many of the artifacts and relics in the Dungeon Masters Guide).
I did my best not to be rude or roll my eyes at this, but it was difficult. I asked lots of probing questions about his campaign and why his Dungeon Master had allowed this. I suppose it's good that the kid had zero self-awareness. He didn't pick up on my concealed tone of disdain. Instead, he answered all my questions and recounted, in some detail, not just the epic battles in which his demigod character had fought, but also the fact that his DM had been restrained in rewarding him, since, despite all his victories, his character "still only a demigod." How does on respond to that?
I was reminded of this memory yesterday, when I read some of the comments to my post about Dolmenwood. I was genuinely pleased – and a little surprised – that people enjoy reading about the characters and events of the various campaigns I'm refereeing. "Let me tell you about my character" has long been a phrase to send shivers down one's spine. I recall that, at the one and only GenCon I attended, the employees of a game company (White Wolf?) were all wearing shirts mocking this, for example. Consequently, I've long been somewhat reluctant to post too much about what I'm doing in my games. As fun as RPG campaigns are for the people actually involved in them, they're frequently both impenetrable and a little boring for those on the outside.
However, now that I've seen that people are, in fact, interested in them, I plan to talk about them a bit more. I probably won't go on about them at any length – I don't want to overwhelm you like the kid with the 42nd-level demigod – but I will make a more concerted effort to write posts about them. I might do a weekly or biweekly "campaign update" in which I keep everyone appraised about how things are unfolding. If there's a character or event deserving of more detail, they might warrant a separate post, especially if I think doing so has a wider applicability. I've done this in the past on a couple of occasions in recent years, so it's probably a worthy consideration for the future.
So, look forward to more discussions of House of Worms, Barrett's Raiders, and Dolmenwood in the weeks and months to come.
Thursday, January 16, 2025
Your Safety is Our Proft Margin
As I wrote today's Retrospective post, I wanted to reference something from my Riphaeus Sector campaign, thinking I'd already posted about it earlier. However, a quick search through the archives of the blog turned up no evidence that I'd ever done so. And it f I'm mistaken about this, oh well, it certainly wouldn't be the first time!
During the campaign, the characters acted as covert agents for Imperial Naval Intelligence service of the Empire of Nagoya. They masked their activities by also operating as a genuine mercantile company they called Universal Exports. Here's a fun little graphic one of the players produced in reference to their activities. Since I'm a big fan of player-made materials like this, I thought it'd be worth sharing more widely. It's also a great memento of the campaign.
Friday, January 3, 2025
In Case of Fire, Break Glass
Nearly everyone who's read the AD&D Dungeon Masters Guide remembers Will McLean's delightful comics that poked gentle fun at many of the conventions of fantasy roleplaying. Traveller had a few examples of its own, my favorite being this one which appeared in The Traveller Book by Loren Wiseman and John M. Morrison.
Tuesday, December 24, 2024
Deathwish
Like Dungeons & Dragons, Traveller assumes that a new character is generated through a series of dice rolls – 2d6 in this case rather than 3d6 – for each of his six characteristics (Strength, Dexterity, Endurance, Intelligence, Education, and Social Standing). The results are recorded, in order, on a character sheet. Book 1 of Traveller recognizes the possibility that these random rolls may result in "a character with seemingly unsatisfactory values." However, the text states that "nevertheless, each player should use his character as generated," since
The experience procedures and acquired skills table offer a genuine opportunity to enhance value, given only time and luck.
This is true. Most characters, over the course of the terms of service, will gain one or more bonuses to certain characteristics, which will raise them higher than the initially generated scores. However, the 1977 edition of Book 1 – and only this edition, so far as I can tell – does include an "escape hatch" for players who are still unhappy with the characteristics they've rolled.
Should a player consider his character to be so poor as to be beyond help, he should consider joining the accident-prone Scout Corps, with a subconscious view to suicide.
Considering the poor survival rate of Scout characters, I find this amusing.
Monday, December 16, 2024
A Random Demon
Being a big fan of the humorous illustrations of Wil McLean, I thought I'd share this fun little comic from issue #20 of Dragon (November 1978).
Monday, November 4, 2024
High Adventure and Low Comedy
Though a toolbox for allowing you to tell fantasy stories of all kinds, Dragonbane is a game with room for laughs at the table and even a pinch of silliness at times – while at the same time offering brutal challenges for the adventurers. We call this playstyle mirth and mayhem roleplaying – great for long campaigns but also perfect for a one-shot if you just want to have some quick fun at your table for the night.
Dragonbane is quite an interesting RPG for a number of reasons and I hope to get around to discussing it at some point, but there are several other games and gaming products ahead of it in my review queue. However, the "mirth and mayhem" tagline really caught my attention, in part because it reminds of a phrase my friends and I have used for years – high adventure and low comedy.
I can't quite recall precisely when we coined this phrase, but we did so as a way to capture what the experience of playing most RPGs was actually like at the table – not what its designers wanted to be like, which is quite a different thing. This is an important distinction. With a handful of exceptions, like Paranoia or Toon, whose stated intention is to be humorous, most roleplaying games are written and meant to be played seriously. "Serious" doesn't mean utter devoid of humor, of course, but the humor is accidental, a natural consequence of the unpredictability of playing any game, especially one where player choice and dice rolls contend with one another.
What my friends and I call "high adventure and low comedy" is thus very often (though not exclusively) the result of exactly this: dice with a mind of their own. One of my most popular posts touches on this very topic, though from a slightly different angle. However, the point remains the same, namely, that it's well nigh impossible to avoid moments of unexpected levity when so many of a character's actions are determined by the roll of dice. There's simply no way to ensure that even a high-level and competent character will always succeed at the right moment. Instead of making his save against dragon breath, he might fail and be burnt to a crisp. The reverse is also possible and the all-powerful Dark Lord might, metaphorically speaking, slip on a banana peel as he attempts to menace the heroes who've dared to confront him in his lair.
Over the years, I've experienced many examples of this. In my House of Worms Empire of the Petal Throne campaign, the character Aíthfo hiZnáyu has fallen prey to bad dice rolls on several notable occasions. And while I used those unintended mishaps as an opportunity to introduce new elements to the campaign, there's no denying that they were also funny – so much so that the players continue to chuckle about them years later. House of Worms has never been a deliberately funny campaign. Tékumel, with its detailed history, ancient mysteries, and constructed languages is perhaps the very definition of serious business when it comes to RPGs and yet there's no way to prevent unexpected silliness from creeping in from time to time – nor would we want to do so!
Dice rolls that go awry aren't the only source of humor. Players are every bit as unpredictable as dice. Sometimes, a player might just be in a whimsical mood and decide that his character does something goofy. Other times, he might be bored and want to shake things up by choosing to act in a way that's, in his opinion, more entertaining. Or maybe someone misspeaks, calling a character by the wrong name or accidentally – or, worse, intentionally – making a pun that causes everyone to erupt into laughter. There are simply so many ways that a roleplaying game session can descend into unintentional humor that there's no point in worrying about it. Instead, it's best to embrace it these moments of levity and enjoy them for what they are.
I think that's why, when I came across the passage I quoted above, I was so taken by it. Over the years, I've read a lot of roleplaying games. Very few of them acknowledge that low comedy is very often the inescapable companion of high adventure. You can't really have one without the other, not without clamping down so hard on anything that deviates in even the slightest way from the Truth Path that, in the process, you've also sucked all the fun out of roleplaying. These are games, after all and they're meant to be fun. They're also exercises in human creativity and interaction, both of which often take us to unexpected places.
Isn't that why we play these games in the first place?
Friday, September 13, 2024
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.
Tuesday, August 27, 2024
The Articles of Dragon: "It's That Time of Year Again ..."
Monday, July 22, 2024
Can You Spot the Hidden Deathtrap in this Room?
While looking for the illustration of the mind flayer that appears in issue #78 (October 1983), I came across this classic bit from Phil Foglio's What's New comic. I've hidden the answer below a break.
Wednesday, July 17, 2024
The Bad News Bugbears
While perusing issue #60 of Dragon (April 1982), I stumbled across yet another image of a bugbear I should have brought to your attention. This one appears in an April Fool's edition of the "Dragon Bestiary" with art by (I think) Jim Holloway.
Tuesday, June 11, 2024
Polyhedron: Issue #29
Monday, May 27, 2024
The Cost of Power
Friday, May 10, 2024
Speaking of Miniatures ...
Behold! Qualos – guardian of the Duck Temple. This is an official RuneQuest miniature produced by Infinity-Engine. Whether you use miniatures in your games or not, it's hard to deny that this one is pretty amazing.
Wednesday, May 1, 2024
Retrospective: The Book of Wondrous Inventions
At the same time, I wince at most puns and have a particular dislike of forced attempts humor in roleplaying games. Over the years, I've seen enough well-meaning but ultimately disastrous attempts to "lighten the mood" that my natural inclination is to be suspicious of humor in RPGs. That's not to say I hate it unreservedly, only that I recognize how easy it is for this sort of thing to go badly wrong.
With all that in mind, I hope I can be forgiven for having very mixed feelings about The Book of Wondrous Inventions. Compiled by Bruce Heard from nearly fifty contributions by a wide variety of authors (more on that in a bit) and published in 1987, The Book of Wondrous Inventions is clearly intended to be a companion volume to The Book of Marvelous Magic, right down to its title. But whereas the content of The Book of Marvelous Magic was largely serious in tone – or at least no less serious than the standard lists of (A)D&D magic items – this new book was intentionally written with humor in mind. In his introduction, Bruce Heard writes the following:
These inventions should be viewed with humor. They provide fun and an uncommon change of pace whenever they appear in the game.
There's nothing inherently wrong with this approach, especially if one is sparing in their use within a given campaign. Almost since its inception, D&D has included its fair share of magic items that could well be viewed as silly. The apparatus of Kwalish, anyone? The difference here, I think, is that previous goofy magic items were spice, those included here are the main course – or, at least, they give the impression of being so, because there are so many of them under a single cover. That's not really their fault, but I can't deny that it bugged me a bit in the past and still bugs me a bit even today.
The magic items detailed in this book are all unique and highly idiosyncratic, the products of singular individuals intent on creating something truly unusual. There's Aldryk's Fire Quencher (a magical water sprinkler), Brandon's Bard-in-a-Box (a portable music system), Kruze's Magnificent Missile (self-explanatory), Volospin's Dragonfly of Doom (a magical attack helicopter for hunting dragons), and so on. As you can see, nearly all of the items described reproduce the effects of a post-medieval – and likely modern-day or futuristic – technological device within the idiom of vanilla fantasy. There's not much cleverness on display here. Instead, the entries are all "What would a magical vacuum cleaner be like?" or "Wouldn't a magical pinball machine be funny?"
The combination of the fundamentally technological framing of these items and their banality results in a very sub-par book, even given Heard's stated intention that they "provide fun" and a "change of pace." It's particularly baffling, because many of the entries are written by talented and imaginative people, like Ed Greenwood, Jeff Grubb, and even Sandy Petersen. I can only assume that they were all specifically instructed to come up with stuff that would feel appropriate in Wile E. Coyote's Acme Catalog – or perhaps from the minds of Dragonlance's tinker gnomes. The end result is not, in my opinion, either useful as a source of ideas for an ongoing D&D campaign or even of mirth. It's dull, predictable, and, above all, forced, which is a great shame, because I admire many of the book's contributors.
Sadly, the book is done no favors by its accompanying illustrations. Much as I adore the work of Jim Holloway, one of the few artists who really understood the humor inherent in typical RPG situations, his artwork here is simply so goofy that it makes it impossible to imagine using any of its inventions with a straight face. Maybe that's the point. Maybe you're not supposed to be able to do so. Maybe I'm just a killjoy lacking in a funny bone. Ultimately, that's not for me to judge. I can only say that, when I bought this back in 1987, I instantly regretted and have never used it, except as a cautionary tale of what happens when you try to inject "humor" into a campaign rather than allowing it to arise organically through play.
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Oh, the pain ... the pain! |
Tuesday, April 23, 2024
Polyhedron: Issue #23
April Fool's issues were a staple of my youth, but they're very difficult to pull off. Partly, that's because humor can be very subjective and, partly, that's because most attempts at humor, especially in writing, are simply not very good. Consequently, I greeted the arrival of issue #23 of Polyhedron (April 1985) with some trepidation, despite its delightful cover by Tom Wham (take note of the bolotomus and snits in the bottom lefthand corner). However, I'm happy to say that this particular April Fool's Day issue is (mostly) pretty good. In fact, there are a couple of articles that I still find rather amusing even now – not laugh-out-loud funny, but intellectually droll, if that distinction means anything.
The issue begins with another installment of "News from HQ" that explains the nature of this issue:
If this is your first issue of the POLYHEDRON Newszine, I'd like to take this opportunity to welcome you to the RPGA Network, and let you in on the gag. Five out of the six issues you will receive with each year of membership will bring you club news, informative articles on your favorite game systems, and a chance to make a serious contribution to the hobby by sharing your ideas with other members. This is not one of those five.That's the kind of humor I'm talking about. The editorial goes on to explain that this issue was "conceived in madness and dedicated to the proposition that there is room for levity in gaming." I wholeheartedly agree, as anyone who's ever played in one of my campaigns will tell you. Yes, even the ones occasionally featuring unpleasant stuff. Games are supposed to be fun, after all, and it's important not to lose sight of that.
Much less funny is "An Official Policy Statement," whose entire shtick is using $64 words to say silly things about, in this case, "the sex lives of monsters." As I said above, humor writing isn't easy.
Friday, April 5, 2024
"Are We the Baddies?"
To begin, a brief bit of context: the characters, having returned to Tsolyánu after several game years of having served in the administration of the far-off colony of Linyaró, are now in the employ of Prince Rereshqála, one of the potential heirs to the Petal Throne. They've recently begun to first leg of a very long journey that will take them into unknown lands and ultimately end with the exploration of ancient ruins associated with the non-human Mihálli species. Along the way, their ship put in at an island whose governor belongs to the same clan as Nebússa, one of the player characters. The intended purpose of the stopover was resupply and "showing the flag" on behalf of Rereshqála.
However, Nebússa soon became aware of the possibility that something nefarious might be afoot on the island, with the governor at the center of it. An early avenue of investigation suggested that the governor might be skimming an inordinate amount of money from his collection of taxes, perhaps funneling them toward sinister purposes. Notice that I wrote "inordinate amount of money." That adjective is important, especially in Tékumel. That's because, strictly speaking, there's nothing wrong with a little bit of peculation by a provincial governor. Indeed, it's expected and one of the perks of the job. The expectation that a civil servant wouldn't engage in the misappropriation of government funds is an attitude alien to Tékumel. It rises to the level of genuine concern when said civil servant embezzles too much.
Now, the players – and their characters – already know this. After nearly a decade of playing in the setting, they have a very good sense of how things operate in Tsolyánu and elsewhere. They've (largely) put aside their 21st Western morality and approach Tékumel from the point of view of a native. They might still comment upon it as an out-of-character aside – and frequently do, because it can be a source of humor – but none of them really need to be reminded anymore that the social context of Tsolyánu is not that of our world. Things are done differently here and that's that.
As their investigations continued, it soon became clear that the governor they initially suspected of duplicity was, in fact, being set up by someone else and that the strange things occurring on the island had nothing to do with his theft of tax money. They knew this to be the case when, upon examining the governor's books, it was clear he wasn't stealing enough. Sure, he was embezzling, but he wasn't embezzling as much as they would be in his position. Indeed, they soon came to the conclusion that he was basically honest but incompetent and that someone else was probably behind certain events on the island.
They were right. A political rival on a nearby island was responsible for much of what was happening. When they confronted her, she admitted as much without any artifice. The characters were surprised that she was so open and honest, but she explained that this was simply politics and no concern of theirs. Initially, they objected, claiming her actions undermined the Empire and that, therefore, they had no choice to become involved. She reiterated that her goal was strengthening Tsolyánu through the elimination of a weak rival and, once again, that this was none of their concern. She then offered to buy them off. What would it take for them to stop interfering, leave, and never return?
At first, the players weren't sure how to respond. As they struggled with everything the rival had said to them, they realized they'd been approaching this not as Tsolyáni, which is to say, as subjects of a fantasy empire with a very different worldview, but as 21st century men offended by political corruption. Soon, though, their perspective began to change; the offer held more and more appeal. A few rounds of negotiation and they had managed to obtain a fair bit of magical and monetary assistance in exchange for their silence. A deal had been struck and they were on their way, prompting one of the players to ask, "Are we the baddies?"
The session was a terrific one. Everyone involved had a lot of fun and laughed at what had ultimately transpired. I personally found it enjoyable, because I got to present Tékumel as a "real" place that operates according to its own rules, ones that are frequently at odds with those of our world. To me, that's one of the best and most vital parts of roleplaying: being able, if only for a while, to be transported to another place and to see that place through alien eyes. I wouldn't want to live on Tékumel, but it is an interesting place to visit.