Thursday, October 8, 2009

A Word of Clarification

I try to be clear when I write my posts, but sometimes I forget to include important bits of information that are obvious to me but might not be so obvious to others. A good case in point is when I talk about the "wargames" heritage of OD&D and early gaming in general. What I typically fail to make clear is that I'm (primarily) talking about miniatures wargaming rather than Avalon Hill-style hex-and-chit wargaming. Gygax and Arneson were avid players of miniatures wargames, as was M.A.R. Barker. And of course the Chainmail rules out of which OD&D arose were "rules for medieval miniatures," according to its subtitle.

Miniatures games back in those days were often kit bashed affairs, with models swiped from a variety of different sources and rules that left a lot of leeway for interpretation. This ethos was carried over into OD&D, along with measuring movement in inches. While I have no particular attachment to those movement rates, I do have a fondness for the "seat of the pants" style of refereeing that those old miniatures games demanded and that was imported into early roleplaying games. I was never a minis gamer myself, but I knew older guys who were into Napoleonics (and American Revolutionary miniatures) and used to watch with awe, not just as they assembled their meticulously painted 15 mm armies, but as they seemingly effortlessly dealt with situations their rules didn't explicitly cover. What I saw still sticks with me three decades later.

Ironically, I don't have the patience to be a good minis player. I'm not a very good painter and I get easily distracted when it's not my turn. I'm also a poor strategist and tactician when it comes to things like this. In the few games I have played in recent years, I tend to get trounced rather unceremoniously and the fault is largely my own.

Dwimmermount Session 19

The Dwimmermount campaign has been on something of a hiatus in recent weeks, owing to a concatenation of real world distractions on the part of three of my regular players. In the last month, there's only been a single session and this dearth of actual play may continue for the next little while at least. It's a pity but it's an expected consequence of running a campaign with adults who have jobs, families, and other responsibilities. It does make me wonder how Gary Gygax was able to run his Greyhawk campaign multiple days each week back in the 70s.

Regardless, we did manage to squeeze in a single session recently and it took place entirely outside of Dwimmermount. Brother Candor had long ago promised to officiate at the marriage of former hireling Ragnar the next time he was free to do so. By mutual agreement, the party decided that he was free now and so headed off to a small village south of Dwimmermount called Smerdlap's Crossing. Conveniently, the town was located not too far from the vale Dordagdonar wanted to scout out as a location for his future elf-hold. Although he's only fourth level, Dordagdonar's player is thinking ahead and there's nothing in the OD&D rules that prevents a PC from starting to expend resources on a stronghold before ninth level.

I'd not given much thought to the nature of Smerdlap's Crossing, beyond assuming it to be an agricultural community under the protection of Adamas. Thanks to an almost-rhyme, one of my players began talking about the burlap industry of Smerdlap's Crossing, which of course led to the further suggestion that the local farmers grew hemp. Yes, this led other suggestions as well and much amusement was had by all, as we cycled through all the usual jokes and humorous associations we could muster as they made preparations for the wedding. The party had pooled their resources and bought some oxen and a plow for Ragnar, immediately making him a very important person in town for reasons other than having braved the dangers of Dwimmermount and returned alive.

The wedding itself was a small affair, but the party that ensued afterward was much more exciting. During the festivities, an old man expressed surprise upon seeing Dordagdonar, explaining that elves haven't been seen in these parts since he was a boy. Dordagdonar asked why and the old man added that, when he was a child, things hadn't been going so well with the crops and people were getting sick and disappearing. The town elders were always suspicious of a settlement of elves to the northeast and decided, without proof, that they had to be responsible for Smerdlap's Crossing's ills.

The elders enlisted the aid of some "mercenaries," including a number of "dark wizards" to deal with the elves and so they did, resulting in the slaughter of the entire settlement. Unfortunately, the problems remained and in fact multiplied, as the wizards formerly in the employ of the town elders set up shop on the site of the elvish settlement and began "doin' all sorts of nasty stuff" that resulted in even more innocent people being killed. The entire town itself would probably have suffered the same fate as the elves if it hadn't been for a few brave souls who set out to deal with the mess they had made and succeeded in killing and driving off the wizards. One of these men was Ragnar's grandfather, which might explain where the young man got the idea of adventuring in the first place.

Unsurprisingly, Dordagdonar was intrigued by this story and, once the wedding party was over, asked his comrades to investigate the site of this former elven settlement. They readily agreed, since they intended to go in that direction anyway and they couldn't help feel that these events might have some connection to what was happening in Dwimmermount. Some of you might already have guessed that I was using this as an opportunity to sneak in a modified version of Jim Raggi's Death Frost Doom into the campaign. I'm not a huge user of prepackaged modules, but Death Frost Doom is good enough that I really wanted to import at least some of its ideas into the Dwimmermount campaign. As I said, I've changed a number of elements to better suit my own style and that of the campaign, but the general outline remains the same.

Close to the former elven village, the PCs encountered crazy old Zeke, a trapper formerly from Smerdlap's Crossing, who's taken up a solitary life close to the site of the atrocities of decades previous. He was able to confirm some of the information they'd learned back at the wedding and added a few of his own, particularly that the aforementioned dark wizards had engineered the calamities that had befallen his home town and were using the townsfolk for their own ends. This didn't really come as a surprise to any of the characters, who started to ponder rationales for everything that had happened. This led them to the conclusion they needed to investigate the ruins of the elven settlement, something Zeke urged them not to do.

Ignoring Zeke's warnings, the party set out for the ruins to discover a large collection of graves all over the area surrounding the former village. They also found a rift in the ground that gave off a foul odor. They briefly toyed with descending down into it but thought better of it once they noticed a still-standing building amidst the graves and ruins. The building appeared to be a shabby-looking cabin but there were odd details to it -- unbroken glass windows, for example -- that unnerved them. It didn't look like anything they'd ever seen and the strange mismatch of materials used to construct it only added to their sense that something "wasn't right." They entered the cabin anyway and inside found more oddities, such as a mechanical clock and evidence that someone else had been inside in fairly recent times. They also found a huge tome bound in the skin of something that was written in ancient Thulian and was entitled "Offerings to Thule" (thank you read languages). This confused and worried Brother Candor, since he'd always assumed that "Thule" was merely the name of the northern island from which the Thulians had originally come. Now he started to think that perhaps Thule was the name of something else entirely, after which the island may have been named.

After a bit more investigation of the odd cabin, the session ended. I was a bit disappointed we didn't get further into Death Frost Doom, since I'm very interested in how my players will react to it. I'm also having a lot of fun reworking bits of it to suit what I've already established about my setting. One of the real joys of the way I referee is that it's very easy to add new elements, since so little is nailed down. I'm very fond of throwing out unexplained references, hints, and other clues that I can pick up later or not, as the needs of the campaign require. It demands a certain amount of mental nimbleness on my part, but I have a lot of practice doing it. I'll admit upfront that it doesn't always go as smoothly as I'd like, but, when it does, the result is far more satisfying to me than simply using game materials as written. As a referee, I like to feel as if I'm as much a player as those with PCs and, to do that, I need to surprise even myself. Over the years, I've found the best way to do this is to let the dice fall where they may and to avoid too much preparation and planning. It's all too easy for me to nudge things in the "right" direction if I spend a lot of time preparing for sessions and so I purposefully avoid doing so when possible.

Wednesday, October 7, 2009

Necromancer Games Raises a Few Zombies

Two years after their last release -- the excellent City of Brass -- Necromancer Games has finally released new products, namely The Eamonvale Incursion, Demonheart, and the long-awaited Slumbering Tsar. I'm glad to see these products finally see the light of day, even if I am unlikely to buy them myself. At present, they're only available as PDFs and very expensive ones at that. My own feeling is that PDFs shouldn't be priced the same as printed books, but I doubt I'm going to get many game companies to agree to that idea. I'm fully aware of the costs involved in producing RPG books and I certainly don't begrudge any company that wants to pay its writers and artists well. Still, I have a hard time justifying a $30 PDF, especially when it's written for a rules set I don't use.

Necromancer Games was definitely one of the bright lights of the 3e era of D&D and many of their products, particularly their Judges Guild ones, are classics I am proud to own. I also think Necromancer played a small role in my own return to the roots of my hobby by reminding me of the things I liked best about it. I hope I can be forgiven for imagining a world in which the company turned its sights to the retro-clones and supported one or more of them through its releases. I know that's unlikely to happen for a variety of reasons, but I wish for it all the same. Necromancer did some awesome stuff over the course of its existence and I'd like to see more of it on game store shelves.

Fortunately, there are lots of other publishers out there picking up the slack and giving us solid old school adventures.

German Article on M.A.R. Barker

Over at Dragonsfoot, member Galadrin has translated the text of an article about M.A.R. Barker and Tékumel from the online edition of the German magazine Der Spiegel. The article provides little new information for long-time Tékumel aficionados, but it's still terrific to see an article about the Professor and his creation in a mainstream news magazine. Of far more interest to me was the gallery of accompanying images, which includes several of Barker himself (I've only rare seen photographs of him) at various conventions and with other figures of note to the old school community (such as Dave Arneson).

Check it out.

Retrospective: The Horrible Secret of Monhegan Island

Grenadier Models is remembered today for its various lines of licensed RPG miniatures, particularly for Advanced Dungeons & Dragons. In fact, Grenadier was the first company to produce official AD&D miniatures, which placed it in a very advantageous position. Not having been a miniatures wargamer (or indeed any kind of wargamer), I didn't feel a need to use minis when playing RPGs the way that some of my older contemporaries did. However, seeing those yellow Grenadier boxes with the AD&D logo on them was a powerful lure and I bought quite a few of them, despite the fact that we never used them as anything other than props for illustrating our marching order in a dungeon.

Grenadier lost the AD&D license in 1982, as TSR wanted to maximize its profits by producing its own line of official miniatures. As I recall, this proved to be a poor decision, as the TSR-manufactured minis were fewer in number, more expensive, and less well sculpted. Given that Grenadier employed such notable sculptors as John Dennett, Julie Guthrie, and Sandra Garrity, among others, I guess that should come as no surprise. Presumably to make up for the loss in revenue from the AD&D line, Grenadier soon acquired numerous other licenses, including Traveller and Call of Cthulhu, two other games I adored and played regularly. So far as I can recall, there were only a couple of boxed sets and some blister packs released for either line, which suggests they didn't prove very successful.

In a similar vein, Grenadier tried its hand at becoming a publisher of written RPG support materials. In 1984, they produced several 48-page adventure modules, including one for Call of Cthulhu entitled The Horrible Secret of Monhegan Island. Written by Gary Pilkington, the module is an interesting snapshot of the state of gaming at the time it was written. The product is an anthology consisting of two scenarios, the main one being the eponymous "The Horrible Secret of Monhegan Island" and the shorter one being "The House in the Woods." Both are highly derivative of Lovecraft stories, with the first taking its cues from "The Shadow over Innsmouth" and the second from "The Whisperer in Darkness."

At the time I bought this, I remember being confused as to why these two adventures seemed so derivative. If you'd already read the two Lovecraft stories in question, why would you want to play out scenarios that are so similar to them? I suspect that it's because, even then, the number of gamers who'd actually read Lovecraft was small. To them, these derivative scenarios would seem quite new and original. And I have to admit, for all their cribbing from HPL, they have the virtue of being "small" adventures, which is to say, localized and modest rather than globe-trotting Derlethian pulp adventures after the fashion of Shadows of Yog-Sothoth or Masks of Nyarlathotep. The "Horrible Secret" is about the restoration of an ancient Deep One-related ceremony in a remote fishing community in Maine and "The House in the Woods" is about an investigation revolving around the Fungi from Yuggoth. Consequently, they possess a "short story" quality to them that makes them easy to drop into an existing campaign -- unsurprising, I suppose, given their literary antecedents.

Re-reading this product reminded me of the strange place Call of Cthulhu has always occupied in the gaming world. Despite the centrality of the Sanity mechanic, the game has rarely supported the kind of cosmic horror on which H.P. Lovecraft's best stories focused. Instead, the Investigators usually come off as crosses between Sherlock Holmes and Indian Jones, piecing together scraps of ancient texts from around the world to find the clues necessary to stop some black hatted cultist from Doing A Very Bad Thing. This approach seems to be one that's struck a chord with a lot of gamers and I'll admit it can be a great deal of fun.

Still, I can't deny that it's disappointing that Call of Cthulhu so rarely does more than this. I've stated before that I find the central premise behind the game to be one of the more "adult" I've ever encountered in a RPG. Call of Cthulhu needn't be a power-trip fantasy in order to be heroic. Indeed, I think it's at its most heroic when it's exactly the opposite of that: ordinary people sacrificing body, mind, and soul in order to stave off oblivion for just one more day. The Horrible Secret of Monhegan Island doesn't even begin to approach that type of play in its two scenarios, but, seeing as Chaosium often does not either, this is no crime.

Tuesday, October 6, 2009

XRP Hardcopy Sale

Expeditious Retreat Press is having a hardcopy sale for the OSRIC-compatible Advanced Adventures line of modules, making it a good time to pick up some of their excellent products. I've been considering buying the monster book, Malevolent and Benign, for some time; I might finally take the plunge now that it's on sale.

The sale lasts through the month of October.

A Game of One's Own

When I made an off-handed remark about "the deracinated hobby we have today" in a post yesterday, I didn't expect it to elicit much comment. One of the purposes of this blog has always been a discussion of the early history of the hobby of roleplaying, a history I feel too few gamers know nowadays and the ignorance of which has led to many trends I find infelicitous. When I call modern roleplaying "deracinated," that's part of what I mean: out of touch with its roots, both literary and mechanical.

I think I've covered the literary angle pretty well. I don't think at this stage that anyone can doubt that most early RPGs, D&D first and foremost, have very specific literary origins and that the form those early games took was, in many ways, a reflection of those literary origins, or at least a reflection of a particular understanding of those literary origins. I don't think I've dealt with the mechanical side of things as well, or at least in as focused a way, which is why I can understand why someone might see my continued liking for OD&D as primarily nostalgic in character. After all, roleplaying game design has "evolved" since the 1970s; what could those "broken" games of the past actually offer us more than 30 years later?

Perhaps "mechanical" isn't the best word to describe this other aspect of RPGs, as it's not solely about rules as such. Rather, it's about the content and presentation of early games, part of which includes rules but part of which is, for wont of a better word, esthetic. Early RPGs look, to modern eyes, to be incomplete. There are "holes" in their content, things either left unsaid on purpose or on the assumption that the reader would fill in the gaps for himself. And fill them in they did. If you look at the early history of the hobby and the explosion of fanzines that appeared discussing OD&D, you very quickly realize that, far from finding the little brown books "broken," many gamers found them spurs to their own creativity.

I wasn't part of the fanzine culture at all, but I remember well that the lacunae in the Holmes rulebook inspired me to create my own material. I don't believe that most of these lacunae were intentional. Back then, game design was still at a stage where most designers never even considered the inclusion of certain things that nowadays we take for granted. There simply was no perceived need for detailed social interaction rules, for example, so they were never created. Once gamers saw a need for such -- and there were gamers who did, even back in the day -- they made up their own, wrote them up in a fanzine, and distributed them via mail, at game clubs, or at conventions, where other gamers read them, used them, criticized, and modified them.

This culture of gaming still existed in late 1979 when I entered the hobby and it's what I strongly associate with it. Let me be clear: I know many contemporary gamers are just as keen on tinkering and kit bashing as those of old and, thanks to the wonders of modern technology, can do so more easily and more widely than was ever possible in my youth. That's not what I miss or what attracts me to games like OD&D. Rather, it's that, in those days, you had to do this. Playing OD&D out of the box was not really an option, because you very quickly discovered that the rules, as presented, didn't cover many situations that would come up in the course of even fairly simple, straightforward play. Consequently, early gaming was, by necessity as much as by design, an exercise in "co-designing." That is, to play an RPG meant that you were also designing an RPG of your own. You couldn't just pop open a book, read the rules, and play. No, you had to create a lot of new rules to cover situations the printed rules did not. If you didn't, you didn't play.

What this meant was each individual "D&D" campaign was highly individualistic and eccentric, a reflection of the decisions its referees and players came to when grappling with the holes in the original rules. Some had their own character classes, spells, initiative rules, and so on. If you went to another campaign, you had to learn how they did things; you couldn't just assume they did things the way you did. That's why, back then, we regularly talked about playing in "Bob's campaign" or "Joe's campaign" rather than some other nomenclature, because the fact that Bob rather than Joe was the referee made a big difference in how they game was played. Sure, there were standard interpretations and commonplace house rules, but none were so standard or so commonplace that one could assume that someone else's campaign ran just like yours. Take a look at the Perrin Conventions, for example, and you'll very quickly see how wildly interpretations of OD&D's combat system alone varied.

For myself, this individualism and lack of standardization is a feature rather than a bug of early games. I consider it an element lacking in many modern games, with their obsessions about "balance" and ensuring a unity of play experience regardless of who the referee or players are. It's the same reason why, for all my appreciation for certain canned campaign settings, such Greyhawk or the Wilderlands, I think the advent of prepackaged worlds (and, to a lesser extent, adventure modules) signaled a huge shift in the culture of gaming and one that wasn't entirely a positive one. Gaming as I was introduced to it was about making stuff up for yourself. If you had a question about the rules, you consulted your referee, not the "Sage Advice" column. Rulebooks were there to offer the raw materials from which to make your own RPG.

This state of affairs had nothing to do with the mythical "Viking hat GM" that everyone decries these days. Rather, it had to do with the simple reality that, to play many early RPGs, someone had to decide what those rules meant and that person was very often the referee. Of course, there were bad referees back then but there were also plenty of referees from which to choose. Jerks didn't keep their players very long, which is why, even as kids, my friends and I soon realized that you could be "harsh but fair" as a referee, but it was the fairness that was the more important of the two qualities, hence the name "referee," which I think makes things clearer than does Game Master.

The point of this over-long rambling is that I think games like OD&D still have relevance today because they demand a degree of active engagement that later designs often do not. OD&D shows us that game design is something that happens at the game table more than at the game company that produced the original rulebook. These games inculcate a do-it-yourself ethos that led to an explosion of different "D&Ds," each one a reflection of the people who played it. And while I am generally hostile to the notion that you need to play a game to judge it, I think OD&D tends to one of those rare examples of a game that is more than the sum of its written parts. Simply to read the little brown books is to see a broken, incomplete, amateurish thing rather than the lightning in a bottle whose electricity is still, 35 years later, energizing this hobby.

Monday, October 5, 2009

Blackmoor Maps

James Mishler has a very fascinating post about the cartographic archeology of the Blackmoor campaign map. These are the kinds of posts I absolutely adore and are part of the reason why I started blogging in the first place. Too much of the early history of the hobby is being lost and, as gamers, we're worse off for this stuff not being preserved and better known. I'm glad I'm not the only weirdo out there who thinks the deracinated hobby we have today isn't a good thing. Kudos to James for taking the time to write little gems like this one.

Pulp Fantasy Library: Another Fine Myth

Another Fine Myth is the first installment in Robert Asprin's series of humorous fantasy novels known as "the Myth Adventures." In 1978, when this book first appeared, this was rather an original concept, which is why I enjoyed the early books of the series. As the years dragged on, though, my enjoyment waned and I eventually came to have bad feelings about the entire endeavor. As anyone who knows me well is aware, I'm actually not a fan of humorous fantasy novels, even ones as supposedly well-written as the "Discworld" books, of which I have not read a single word and have no intention of doing so (Please don't use the comments to try to dissuade me from this. Seriously).

Nevertheless, Another Fine Myth is a good, if light, read. Its plot concerns Skeeve, an apprentice wizard with a knack for thievery. Indeed, his skills as a thief far outstrip those as a magician, a fact his master says is retarding Skeeve's ability to cast spells with any success. Hoping to shock some sense into him, his master decides to show Skeeve the true power of magic by summoning a demon, which he does just as a magical assassin appears. The assassin and Skeeve's master slay one another, leaving the apprentice behind to deal with the strange, reptilian demon.

As it turns out, "demon" is simply a slang word for traveler between dimensions. The traveler Skeeve's master has summoned is known as Aahz and he offers to take Skeeve on as his apprentice, teaching him magic, since his own ability to use magic has been temporarily lost due to the summoning ritual that brought him to Skeeve's world. Of course, the assassin that killed the master was not alone and his comrades are now after Skeeve, which is why he and Aahz flee, hoping to evade them long enough for the demon to teach Skeeve the magic they need to survive all these people wanting them dead for reasons as yet unknown to them.

What follows is a humorous fantasy picaresque filled with all manner of bizarre situations and strange characters, especially the latter. Asprin had a real knack for creating quirky, yet oddly believable, characters and I suspect that he's had a strong influence on my own NPC characterizations, which can be quite ... unusual, as my players will attest. Likewise, the central premise is a classic fantasy one: a nobody in the "real" world, in this case a fairly mundane fantasy one, finds himself thrust into a much bigger -- and more dangerous -- world than he ever realized existed, along the way acquiring knowledge, power, and influence he otherwise never would have possessed. Sound familiar?

There's lots of good ideas to mine in this novel and its sequels, particularly if one doesn't take one's fantasy too seriously. As I said, I found the later books increasingly less good. I suspect that Asprin kept writing them because they continued to sell well rather than because he had anything new to say with these characters. It's a common problem in genre fiction, where interminable series seem to be the norm. Mind you, the same is true of roleplaying games, where the power of "the brand" generally wins out over anything resembling esthetic integrity. Regardless, Another Fine Myth at least is worth a read if you've never had the chance to do so. Asprin is an under-appreciated writer and I think one gains a better sense of his unique virtues from his early books rather than his later ones.

Friday, October 2, 2009

Bah

Of course, the weather yesterday was wet and cold, so my son's Fall cough has appeared, keeping him -- and, by extension, me -- up all night last. He's home from school and I'm dead tired. I doubt there will be any posts today, but I may feel better later on after I've had a chance to nap. Otherwise, posting will resume once things settle down in the house, which I hope won't be too far in the future.