Another piece of Will McLean's Wizardry artwork featuring the bishop (and the Lord).
Friday, September 6, 2024
The Bishop Returns
Thursday, September 5, 2024
Hidden Details
In a comment to my earlier post about level titles beyond Dungeons & Dragons, Tamás Illés pointed out that the later installments of the computer game Wizardry included level titles (as did EverQuest). Not being well versed in the history of the Wizardry, this comment naturally piqued my interest. I spent some time yesterday looking into the matter by seeking out scans of the original manuals online. In doing so, I not only confirmed the truth of the comment – more on that in a future post – but also stumbled across something equally interesting.
I never owned Wizardry myself. When I played it, I did so on a friend's computer after having watched him play it. Consequently, I don't think I ever saw the game's manual or, if I did, I have no recollection of doing so. That's too bad, because the manual contains notable artwork, like this one, depicting the four basic character classes:
Then, there's this illustration, depicting the four elite character classes:Wednesday, September 4, 2024
Retrospective: Sabre River
Of course, as I mentioned in my Retrospective post about one of the modules in this series, this intention wasn't as easy to fulfill as TSR might have wished. Nearly all of the CM modules were flawed in one way or another, especially when it comes to providing a model for campaigns in which many, if not all, of the player characters have risen to rule their own domains. Despite that, many of them nevertheless include clever ideas and interesting concepts that could, if reworked, be useful to the harried Dungeon Master of a Companion-level campaign.
Take, for example, Sabre River, co-written by Douglas Niles and Bruce Nesmith and released in 1984. The module begins with the following:
Have all of your characters settled down and started dominions? Have you wondered if they'll ever get the chance to fight their way through an old-fashioned dungeon again? Yes, they will!
The premise of Sabre River is that a group of four to six characters of levels 18–22 must venture into the Tower of Terror, a dungeon within a volcano, in order to deal with a curse that's been laid upon the land. The land in question is the domain of either an NPC ruler or – preferably – that of one of the player characters. In this respect at least, Sabre River is already an improvement over its immediate predecessor, Death's Ride, which more or less rejected the very idea that a player character's domain should be subjected to the undead invasion depicted in that module.
The idea of a dungeon capable of challenging a party of 18th–22nd-level characters is intriguing. In the D&D circles with which I was familiar at the time, it was generally assumed that, as a character achieved double-digit levels, he would find his challenges in domain rulership and all that that entailed, like mass combats, power politics, and faction play. I suspect that explain why I so rarely saw anyone continue to play a D&D character at such exalted levels: the implied style of play wasn't very appealing to most players and indeed seemed to be a break from what Dungeons & Dragons was assumed to be about. What most players of my acquaintance wanted instead was more of the same, albeit at a great degree of challenge and, in principle, that's what Sabre River provided.
The Tower of Terror is indeed challenging. It's populated by powerful and deadly monsters, like a red dragon, elementals of various types, a beholder, and swarms or flocks of lesser creatures. There's also a commensurate level of treasure, some of it truly staggering, like a roomful of gold ingots worth 800,000gp in total. That only makes sense, of course, since high-level characters need huge amounts of experience points to advance and treasure is the surest source of such XP. Still, I was quite shocked to see these numbers as I re-read the module. For me, these astronomical sums have long been an impediment to my enjoyment of a D&D campaign of this level. Others may feel differently, of course.
Sabre River's challenges also include a handful of tricks, traps, and unusual tactical situations intended to test the players' skills in combat. There's also the central mystery of the curse, how it can be lifted, and what the characters must do to achieve that. It's all very serviceable but far from outstanding – certainly nothing on par with adventures like White Plume Mountain or The Ghost Tower of Inverness when it comes to imagination (and frustration). Mostly, Sabre River is about everything being BIG, from monsters (and their hit point totals) to treasures, which is a little disappointing, especially because I know that Doug Niles is a good designer who's penned some enjoyable stuff over the years.
Sabre River is not a terrible module; it simply doesn't stand out as anything special. Its worst sin, in my opinion, is that it doesn't deviate too much from the mediocre track record of the CM-series, almost none of which take full advantage of the new opportunities and vistas that the Companion Rules opened up to player characters of levels 15 to 25. A shame!
Tuesday, September 3, 2024
Authentic Dungeon Masters Prefer ...
During the period between 1979 and 1982 when Grenadier Models held the license to produce official Advanced Dungeons & Dragons miniatures, the company ran lots of advertisements in the pages of Dragon magazine and elsewhere. Because they frequently made use of people dressed up in fantasy garb, I've always found them quite memorable (and silly – but in a good kind of way). Here's one I came across from issue #61 (May 1982) while preparing my earlier post from today.
The Articles of Dragon: "Call of Cthulhu is a Challenge"
Though Cook had a lot of positive things to say about Call of Cthulhu, the overall tenor of his review could probably be called "mixed." After providing a nice overview of both the works of H.P. Lovecraft and the intended playstyle of CoC, he launches into his dissection of the game's flaws. For example, he points out that, while short, Basic Role-Playing, is not very complete, with many ambiguous rules. The same is true of the Call of Cthulhu rulebook itself, which, in addition to ambiguity, includes editorial errors that further contribute to its lack of clarity. In particular, Cook notes that the game's combat system lacks, among other things, "rules for how to deal with cover, movement, surprise, or other situations" that might come up in a fight.
Cook singles out A Sourcebook for the 1920's as "the weakest part" of the boxed set. Its contents, he believes, appear to be little more than "notes and unfinished design work." He finds the alternate character generation rules – one of my favorite parts of the book – to be "inadequately explained" and a source of confusion. Another bone of contention is the game's lack of rules for generating and handling human NPCs, whom Cook imagines will play important roles in any Lovecraft-inspired adventure. Speaking of which, Cook speaks highly of the sample scenarios included in the rulebook.
The review is fairly lengthy and detailed, but it generally goes on in this direction. I get the impression that Cook, as a fan of Lovecraft, may have had high, or at least very specific, hopes for what Call of Cthulhu should have been like and those hopes were not fully met. Even so, he acknowledges that "when played, it's fun." He does caution that, because of its rules gaps, it demands a lot of the referee. Consequently, Call of Cthulhu "is a good game for experienced role-playing gamers and ambitious judges, especially if they like Lovecraft's type of story."
As I mentioned, I already owned a copy of Call of Cthulhu by the time I read this review and was slightly baffled by it. My friends and I had been enjoying it without noticing any of the problems Cook pointed out in his review. That's probably because, as young people – I would have been twelve at the time – our grasp of the rules as written was not always the best and so we frequently made things up when we needed to do so. By contrast, Cook was already an accomplished game designer with a lot of experience both as a writer and a player of both wargames and RPGs. This undoubtedly colored the way he wrote his review, something I didn't appreciate at the time.
I also couldn't fathom why Cook had so many critical things to say about the game, despite his admission that he had found Call of Cthulhu fun in play. If he enjoyed the game, I thought, why point out its flaws? For that matter, how had he even noticed them in the first place? I thought about these and other related questions for some time afterward, which is precisely why I still remember this review more than four decades later. David Cook challenged my own assumptions and blind spots. He'd dared to say critical things about a new game my friends and I had enjoyed. In retrospect, I realize I learned a lot from his approach, even if, in 1982, it made little sense to me.Friday, August 30, 2024
Level Titles: Beyond D&D
Having now covered all of the published TSR era D&D and AD&D character classes with level titles, I wanted to turn to some other RPGs published by the same company that also include them. First up is Empire of the Petal Throne (1975), which only makes sense, as the game's rules were essentially a variant of OD&D. Here is the chart featuring level titles for all three character classes available in that game:
There are a couple of notable ways that this chart differs from its D&D predecessors. The first and most obvious is that these titles aren't in English. Instead, they're in the Tsolyáni constructed language used in the setting, though they are accompanied by rough English translations. Secondly and more importantly, most of these titles have a meaning within the setting. For example, the titles of the fighting man class are, from levels 1 through 6, actual titles within the Tsolyáni legions. Likewise, the titles of both the priest and magic-user classes are those of ranks within the "circles" (an administrative term) of the temple priesthoods and lay priesthoods respectively. In short, these level titles aren't arbitrary names but rather markers of attainment within Tsolyánu.Thursday, August 29, 2024
Level Titles: Illusionists and the Rest
Having already covered the level titles of most of the character classes in Dungeons & Dragons, it's now time to turn to those that remain, some of which are unusual. Let's start with the most straightforward: illusionists. A sub-class of magic-user, illusionists first appeared in volume 1, issue 4 of The Strategic Review (Winter 1975) in an article written by Peter Aronson. As presented there, illusionists have the following level titles:
The AD&D Players Handbook (1978) has an almost identical list of level titles. The only difference is that the original level 1 title, minor trickster, is turned into the level 2 title, in order to make room for "prestidigitator," which also happens to be the level title for a level 1 magic-user. There is, of course, no explanation for this overlap of titles, which is, I think, unique in the game.The paladin class first appeared as a kind of proto-prestige class to the fighting man in Supplement I to OD&D (1975). In that form, the class has no distinctive level titles. Those didn't appear until the stand-alone version of the class was presented in the AD&D Players Handbook several years later.
Wednesday, August 28, 2024
Retrospective: Crossbows and Catapults
Even so, my discovery of D&D coincided with – and probably facilitated – my abandonment of toys or anything that to my youthful self smacked of being "kid stuff." Children in those in-between years of 10 to 12 are, in my experience, quite concerned with appearing to be more "grown up" than they were just a few short years before. This concern can manifest in the ostentatious rejection of overt symbols of their childhood, like toys, games, and other entertainment that don't match up with their nebulous conception being older. That's certainly how it was for me.
Of course, having a friend group that included lots of younger boys provided a convenient excuse to transgress these arbitrary new boundaries between "kid" and "grown up" from time to time. My youngest friend was another's brother and he was about four years younger than me. Though he played D&D with us (and did so very well) he still unapologetically kept one foot in childhood, playing with those little G.I. Joe action figures – everyone knows the "real" G.I. Joe is 12 inches tall! – and other early '80s toys that the rest of us publicly eschewed. Our looking at and admiring his toys was no sin against our newfound maturity, since we weren't playing with them, you see. Such fine distinctions were very important to us and we did our Pharisaical best to maintain them.
Even so, there were egregious exceptions and Crossbows and Catapults was one of the bigger ones I can remember. Released in 1983, when I had just started high school, Crossbows and Catapults was simultaneously the kind of "family game" that I'd never have bought for myself, but was secretly happy had been given as a Christmas gift to my friend's kid brother. As we often did, my friends and I spent the Christmas break visiting one another's homes and passing judgment on our holiday hauls. We'd also use it as an opportunity to try out anything we deemed worthy of our time.
Crossbows and Catapults had rules, but I honestly cannot recall them. Even if I could, I'm fairly certain we never made much use of them, preferring to do our own thing with it. The game is supposed to be played by two players, but it was very easy to change this to two sides, which is what we did. Each side – Vikings or Barbarians – is given a number of little figurines, plastic blocks and structures, and a rubber band-powered ballista ("crossbow") and catapult that fired chunky discs that reminded me of checkers. To be played at all, you need a large, open area with a fairly flat surface, preferably an uncarpeted floor. We used to play on my friends' basement floor or on the ping-pong table we also used for Car Wars.
As I said, Crossbows and Catapults had rules, but we preferred simply to build up walls and castles from the plastic bricks, place the figures, and then take turns shooting at them with our ballistas and catapults. We'd done this before with army men when we were younger and had great fun with it. Now, thanks to the cool little plastic siege engines included with the game, we could unleash a more potent – and accurate – kind of destruction upon the world. It was childish, of course, but that's probably why we had such fun with it. At that particular stage in our lives, on the cusp of or just entering our teen years, we thought were ready to leave our childhoods behind, even though, on some level, we clearly were not. Crossbows and Catapults afforded us the chance to be kids again without feeling self-conscious about it, which is why, to this day, I still have fond memories of this stupid game.
Tuesday, August 27, 2024
Upon the Occasion of the Emperor's Birthday, 2024
Ahead of his 77th birthday in a couple of days, Marc Miller, creator of Traveller, released the following statement through the Citizens of the Imperium mailing list:
Some years ago, fellow game designer Greg Stafford died, and I was impressed that his company announced almost immediately that he had a succession plan in place, and that his legacy and his designs would live on.
His example was an inspiration to me, and I resolved to emulate him. It would be a terrible loss if Traveller were encumbered, or somehow restricted in its outreach to present and future fans.
With that in mind, I have worked to make Traveller an asset to science-fiction role-players... with our user-friendly Fair Use policies, with the Travellers’ Aid Society programs, with the Cepheus editions of Traveller, and with Mongoose as a primary publisher of their edition of Traveller.
Over the past several years, I have turned over more and more responsibilities to Mongoose, and I have collaborated actively with them as they work to realize the Traveller dream. Earlier this year I passed full ownership of Traveller to Mongoose in order to secure its future.
With that in mind, I point out that, following the example of Greg Stafford, I have a succession plan in place: day-to-day decisions about the Traveller game system are already being made by Mongoose Publishing (with my co-operation and approval), and if anything should happen to me, they would carry on with my full knowledge and blessing.
That doesn’t stop me from speaking my mind: expressing opinions about Traveller, writing stories and lore, and even revealing secrets about the universe.
But Traveller is in good hands, now, and far into the far future.
And I thank you for your (continuing) support for Traveller.
Marc
I'd suspected something like this might be in the offing for some time, but this is the first confirmation of it that I've seen – and an official one at that. Since I know there are a lot of Traveller fans who read this blog, I thought they might find this news to be of interest. I may have further thoughts on the matter. If so, I'll save those for a future post.





















